Battlekit Glossary

Here you can compare any and all items. This glossary page contains a list of all Battlekit items in Trench Crusade. You can search for an item by name, or use the filters below to only show what fits your chosen criteria.

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Alaybozan

Range12"
Hands
2 Hands (Ranged)
Keywords

SHRAPNEL, SHIELD COMBO

Lore

This blunderbuss is based on the traditional design of tribal warriors and modernised by the foundries of the Sultanate. It has proven its worth as the preferred weapon of the Sapper Corps, who often fight in close quarters. It shoots a hail of lead bullets and iron shrapnel.

Alchemical Ammunition

Rules

Guiding Path:

Add +1 DICE to rolls for Ranged Attacks made with Alaybozen, Halberd- Guns, Jezzails or Siege Jezzails by a model that has Alchemical Ammunition.

Lore

Jabirean Alchemists craft these jezzail bullets from the slivers of the Iron Wall. Each such shot is carved with the Seal of Solomon, guiding it with divine aim to its target.

Alchemist Armour

Keywords

NEGATE GAS, NEGATE FIRE, -2 INJURY MODIFIER

Rules

Protection From Harm:

Add -1 INJURY DICE to Injury Rolls for attacks made by Weapons with the FIRE or GAS Keywords that target a model that has Alchemist Armour.

Lore

A suit of armour that protects against almost all harm. An essential tool of Alchemists’ craft, festooned with the Seals of Solomon, it grants mastery over the elements of Creation and shields the wearer from the devices of Hell.

Anfarro (Warrior's Crown)

Rules

Token of Honour:

Add +1 DICE to the Melee Characteristic of a model with an Anfarro.

Lore

An Anfarro is made from a ring of lion’s hair held in a filigree gilt metal coronet studded with blue and red gemstones. It is granted by the Emperor to an aristocratic warrior and lion hunter as a token of honour and bravery.

Angelic Instrument

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

HELD

Rules

Angelic Fanfare:

Add +1 DICE to Risky Success Rolls for friendly models that are taking a Dash ACTION and are within 4" of one or more models with a Musical Instrument.

Lore

Horns, drums, trumpets, whistles, bagpipes and many other types of instruments are used extensively in the battles of the Great War. They can bolster the hearts of those facing the horrors of Hell, or they can recite terrifying hymns praising the lords of the Inferno!

Anqa Guard

Keywords

HEAVY

Rules

An Anqā Guard is represented by a model of a shield that is about 1" high and which is mounted on a 40mm base.

Pre-Battle Deployment:

At the start of each game, after Deployment, you can say that a model that has an Anqā Guard is going to deploy it. If you do so, deploy the Anqā Guard anywhere wholly within your deployment zone.

Combat Deployment:

A model that has an Anqā Guard can take a Combat Deployment ACTION. If it does so, take a Risky Success Roll for the model and add +2 DICE to the roll. If the roll is a Failure, nothing happens and the model’s Activation ends. If the roll is a Success or Critical Success, you can deploy the Anqā Guard within 1" of the model.

Mobile Cover:

Once deployed, the Anqā Guard is treated as a piece of Impassable terrain and can serve as Cover or a Defended Obstacle. The model that had the Anqā Guard is not considered to be carrying it for the rest of the game.

Lore

Shaped into the likeness of the wondrous anqā bird, and created by the Imperial School of Military Engineering in association with the House of Wisdom, these movable defensive walls are lightweight and extraordinarily resistant to damage. Their resilience comes from a richly-decorated ceramic layer on their outer surface and a secret compound of ceramic and alchemical steel at its core. Each unit can be carried into battle on a Sapper’s back. With the press of a single button, the guard spreads its wings wide, revealing a face of beautiful yet terrifying countenance.

Anti-Material Rifle

Range36"
Hands
2 Hands (Ranged)
Keywords

HEAVY, CRITICAL, IGNORE ARMOUR, +1 INJURY DICE

Lore

Enormous long rifles designed to take out heavily armoured targets, vehicles and strongpoints. With the powerful armour available to the armies of the Great war, these terrifying weapons are much in demand. A downside is their enormous weight and terrifying recoil, and thus they are most often used by Communicants or Anointed who possess the supernatural strength to wield such weapons.

Anti-Tank Hammer

RangeMelee
Hands
2 Hands (Melee)
Keywords

RISKY, CRITICAL, IGNORE ARMOUR, +1 INJURY DICE

Rules

Dangerous:

Place 1 BLOOD MARKER next to the model using this Weapon if it makes a Melee Attack and the Success Roll is a Success or a Critical Success.

Lore

A polearm with a directional explosive mounted on its head. It is exceedingly good at taking out armoured targets but puts its user in grave danger.

Armour of Cobar

Keywords

-3 INJURY MODIFIER

Rules

Lead To Death:

Place 1 BLESSING MARKER next to a model that has the Armour of Cobar each time a friendly model is taken Out of Action.

Weight of Sins:

Add -1 DICE to the Risky Success Roll for a model that has the Armour of Cobar that is taking a Dash ACTION. In addition, a model wearing the Armour of Cobar cannot have a Shield.

Lore

A suit of armour fashioned after the mail worn by Cobar the Betrayer, the first Lord of the Sixty-Six. This black iron armour is forged in the death-factories of Hell from the souls of those who betrayed their friends in life. It rewards those who lead their followers and friends to ruin and death.

Armour of the Fly

Keywords

NEGATE SHRAPNEL, -2 INJURY MODIFIER

Rules

Insect Wings:

Change the Movement Characteristic of a model that has the Armour of the Fly to 8"/Flying

Sucked Dry:

After a model that has the Armour of the Fly makes a Melee Attack, it can immediately make a second Melee Attack with +1 DICE to the roll for the second attack. However, do not make an Injury Roll if the second attack hits the target; instead place 1 BLOOD MARKER next to the target model.

Lore

This suit of armour, crafted from black metal, embodies the visage of Beelzebub himself. It includes wings that propel its wearer into the skies at astonishing speed, and once it latches onto its opponent, its filth-ridden proboscis will suck the target dry.

Armour-Piercing Bullets

Keywords

CONSUMABLE

Rules

Armour Piercing:

When this Battlekit is taken, you must choose 1 Ranged Weapon that the model already has. The Weapon gains the ARMOUR PIERCING Keyword.

Lore

Advanced armour technology has forced the armouries of the Great War to forge new types of bullets. Expensive and labour-intensive to produce, these hardened tungsten rounds are more effective against battlefield armour.

Arquebus

Range18"
Hands
2 Hands (Ranged)
Keywords

CUMBERSOME

Rules

Batter:

A model that has an Arquebus can use it as a 2-Handed Melee Weapon.

Lore

A primitive matchlock weapon, simple enough that even a Yoke Fiend is capable of operating it and sturdy enough to be used as a club with which to batter an opponent in a melee.

Assassin's Dagger

RangeMelee
Hands
1 Hands (Melee)
Keywords

CRITICAL, +1 INJURY MODIFIER

Rules

Slashing Attack:

If an Assassin’s Blade causes at least one BLOOD MARKER to be placed next to the target model, the Assassin can take a Retreat ACTION during the same Activation and enemy models within 1" cannot make a Melee Attack against it before it is moved as they would normally be able to do.

Lore

The blades of the Assassins are imbued with deadly venom. In chambers deep below the surface, generations of young assassins are raised in the dark, fed a diet of scorpions, frogs, deadly mushrooms and even stranger, more noxious things. Generation by generation their tolerance grows. The corrupted blood of these willing vessels is drawn and smelted into toxic iron. The iron is forged into blades, with deadly spells of slaying layered into each fold of the envenomed metal. Thus the blood of the first generation of Assassins lives on, growing more potent with each generation.

Atonement Bell

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

HELD

Rules

Channelled Sorrow:

An Atonement Bell can only be used to make an off-hand attack, and does not roll an Injury Roll if it hits. Instead If the roll is a Success or Critical Success, move the target model D3”. The move must be in a straight line, but can be in any direction, and can be used to make the model retreat, and to Climb a sheer surface, Jump across a gap, or Jump Down.

Lore

A Crimson Communicant can channel the sorrow of the Second Meta-Christ through the sound of the bell, causing all to flee in despair.

Auto Cannon

Range48"
Hands
2 Hands (Ranged)
Keywords

HEAVY, AUTOMATIC 3, +1 INJURY DICE

Rules

Full Auto:

Each time you make a Ranged Attack with an Autocannon, you must choose to either fire it using the Bursts Weapon Profile or the Full Auto Weapons Profile - which becomes AUTOMATIC 5 and gains the RISKY and RELOAD keywords.

Lore

Autocannons are fully automatic guns that fire large-calibre 0.787 shells. Capable of generating extremely rapid firepower, autocannons overheat quickly if used for sustained fire.

Automatic Pistol

Range12" / Melee
Hands
1 Hands (Ranged)
Keywords

ASSAULT, PISTOL

Lore

Automatic pistols are symbols of prestige owing to their rarity and cost. They are excellent weapons when storming trenches or fighting in hand-to-hand combat. They boast a high rate of fire, though they can be hard to control even for the best sharpshooters since they usually lack a stock.

Automatic Rifle

Range24"
Hands
2 Hands (Ranged)
Keywords

BAYONET LUG, ASSAULT

Rules

Focused Fire:

When this Weapon is used to make 2 Ranged Attacks, the same enemy model must be the target of both attacks.

Lore

A marvel of modern engineering, only a few prototypes exist. It has a high rate of fire and can be quickly re-loaded.

Automatic Shotgun

Range12"
Hands
2 Hands (Ranged)
Keywords

BAYONET LUG, SHIELD COMBO, ASSAULT, SHOTGUN, +1 DICE

Lore

This shotgun is equipped with an auto-loader, a recent invention by the Prussian engineering corps of Königsberg. It is ideal for close quarter combat thanks to its high rate of power and accuracy. The technology has not been perfected, however, and sometimes leads to misfeeds and jams.

Bagpipes

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

HELD

Rules

Fanfare:

Add +1 DICE to Risky Success Rolls for friendly models that are taking a Dash ACTION and are within 4" of one or more models with a Musical Instrument.

Lore

Horns, drums, trumpets, whistles, bagpipes and many other types of instruments are used extensively in the battles of the Great War. They can bolster the hearts of those facing the horrors of Hell, or they can recite terrifying hymns praising the lords of the Inferno!

Banner of Desert Wind

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

HELD, LEADER

Rules

Sandstorm:

Subtract 1 from the Movement Characteristic of enemy models within 24" of a model with the Banner of Desert Wind, unless the model with the Banner of Desert Wind is Down.

Lore

The alchemical compounds woven into this banner attract desert winds that make it impossible for flying machines or winged creatures to overcome the Iron Wall.

Battlefield Title

Rules

Privileged Access:

Pick 1 Weapon or suit of Armour from your Armoury Tables that has the Limit special rule. Note on your Warband Roster that the Limit is increased by 1. The increase will remain in place even if the model that has the Battlefield Title is removed from your Roster later during the campaign. You are encouraged to come up with a special title for the Weapon or Armour that you have gained access to.

Lore

Glorious deeds on the battlefield may earn the most determined, ruthless and deadly officers a rank within the Holy Orders of the Church, knighthood of the Teutonic Order, or the title of ccuser knight to one of the dukes or princes of Hell. Such a warrior is granted the right to carry the heraldic device of their house upon their wargear, and they enjoy many privileges when it comes to accessing an enhanced allocation of the most precious weapons and armour.

Bayonet

RangeMelee
Keywords

CUMBERSOME, SHIELD COMBO

Lore

Bayonets are blades in the form of spikes or daggers that can be fixed to the tip of a firearm and used in melee combat.

Beelzebub's Axe

RangeMelee
Hands
2 Hands (Melee)
Keywords

HEAVY, INFECTION MARKER, +2 INJURY DICE

Lore

With blades crafted in the form of a fly spreading its wings, this enormous axe is eternally covered with corruption and filth of Beelzebub.

Beelzebub's Embrace

Rules

Many-Legged Form:

A model that has been blessed with Beelzebub’s Embrace has its arms replaced with fly-like limbs. The model cannot have Weapons, Grenades, Shields or Equipment that has the HELD Keyword. It can take a Fight ACTION even though it doesn’t have any Melee Weapons. When it does so, it can make 4 Melee Attacks in a row, one after the other. If all 4 Melee Attacks successfully hit the same target model, and the target is mounted on a 32mm base or smaller, then the target is immediately taken Out of Action when it is hit by the 4th attack. Do not make an Injury Roll for the 4th attack, and any rules or abilities that would change the result do not apply (i.e. the TOUGH Keyword would not affect the 4th attack).

Lore

The final metamorphosis of those most favoured by the Prince of Plague is to assume the many-legged form of their warped master.

Bestial Skin Cloak

Rules

A Hunter of the Left-Hand Path cannot cast the Oracle Beast Cloak Goetic Spell if it has a Bestial Skin Cloak.

Many-Legged Form:

Once per Turn, you can do one of the following things for a model that as a Bestial Skin Cloak.

  • Add +1 DICE to the roll for a Melee Attack made by the model.
  • Add +1 INJURY DICE to the roll for a Melee Attack made by the model.
  • Add +1 DICE to the Risky Success Roll when the model takes a Dash ACTION.

Lore

The proud nobles of the Court hunt the mighty creatures of the Path of the Beast for sport, much as a trophy hunter might slay a lion or a tiger for the sake of glory or vanity. The ferocious and malignant spirit of the fallen beast still lingers in its skin influencing its wearer to become ever more bestial in combat. The cloak bristles and moves on its own, seeping blood that covers its bearer.

Binoculars

Rules

Binoculars:

Enemy models with the INFILTRATOR Keyword cannot deploy within 16" of a model with this Battlekit unless they are in their own side’s deployment zone.

Lore

It is quite common for officers to carry finely-crafted battlefield binoculars to survey the land ahead, spot hidden enemy troops and observe any sign of movement.

Black Grail Shield

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

-1 INJURY MODIFIER

Rules

Power of the Cult of the Black Grail:

When a model with a Black Grail Shield is chosen as the target for a Ranged Attack, it can draw on the Power of the Cult of the Black Grail before the Success Roll is made for the attack. If it does so, take a Success Roll for the model with the Black Grail Shield. If the roll is a Failure, nothing happens and the attack is carried out as normal. If the roll is a Success, add -2 DICE to the roll for the Ranged Attack. If the roll is a Critical Success, the attack is automatically a Failure (do not make a Success Roll for the attack).

Lore

This device of the Cult of the Black Grail carries the blessing of the Lord of Flies. It has a will of its own, moving to intercept any bullets or other projectiles that might impede the work of Beelzebub.

Black Spot Rifle

Range24"
Hands
2 Hands (Ranged)
Modifiers+1D to Hit
Keywords

BAYONET LUG

Rules

An enormous bolt action rifle this weapon inflicts INFECTION MARKERS instead of BLOOD MARKERS. If the Black Spot Rifle successfully hits an enemy,the closest Thrall model within 12” of the target of the attack may immediately attempt a Charge action against the enemy after resolving injury. This is done outside of the Thrall’s activation.

Blasphemous Staff

RangeMelee
Hands
1 Hands (Melee)
Keywords

FIRE, CRITICAL

Rules

Evil Power:

Add +1 DICE to rolls for a model with a Blasphemous Staff, apart from rolls for taking or Dash ACTION or for Ranged or Melee Attacks.

Lore

Crafted in mockery of the rod carried by the prophet Aaron, this evil staff unleashes searing hellfire, causing excruciating pain with the slightest touch.

Blessed Icon

Rules

Talisman:

Once during a game, when a Risky Success Roll for a model with a Blessed Icon is a Failure, you can say that the model will use its Talisman. If you do, the model’s Activation does not end.

Lore

Small icons of saints, great angels and holy warriors are a common sight amongst the Trench Pilgrims. They are hung on rosaries, belts, or attached to portable shrines carried on the Pilgrims’ backs.

Blighted Claws

Rules

Add +1 DICE and the CRITICAL Keyword to Melee Attacks made by this model.

Blood Cloak

Keywords

SKIRMISHER

Lore

These cloaks are given to the veteran members of the Brigade in recognition for surviving enemy assaults. They make the outline of the warrior hidden in a blood-red haze, and many an enemy charge has been confounded by the crimson mist.

Blunderbuss

Range10"
Hands
2 Hands (Ranged)
Keywords

SHIELD COMBO, SHRAPNEL

Lore

A firearm of a bygone era, loaded with rusty nails, lead shot, grenade shrapnel and shell pieces.

Bolt-Action Rifle

Range24"
Hands
2 Hands (Ranged)
Keywords

BAYONET LUG

Lore

The workhorse of the Great War. Sturdy, highly reliable and reasonably accurate, it is no surprise that most of the infantry of the Great War carry this battlefield classic.

Book of Battle Prayers

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

HELD

Rules

Continuous Litany of Prayers:

A model that has the Book of Battle Prayers cannot take a Dash ACTION.

Speak A Blessing:

A model that has the Book of Battle Prayers can take a Speak a Blessing ACTION. If they do so, take a Success Roll for the model. If the roll is a Failure nothing happens. If the roll is a Success or Critical Success, you can place 1 BLESSING MARKER next to a friendly model that is within 12" of the model with the Book of Battle Prayers.

Lore

Written by the famous Patriarch of New Antioch, Alexios Cerularius, the remaining 137 copies of this blessed book are entrusted only to Warband leaders of extraordinary ability.

Bow of Alamut

Range40"
Hands
2 Hands (Ranged)
Keywords

CRITICAL, IGNORE ARMOUR

Rules

Ignores Armour. If the Assassin hits a model and causes at least one BLOOD MARKER, the Assassin may instantly place itself into Melee Combat with that model if there is a legal space that the Assassin could occupy within 1" of that model, regardless of the distance to the target or any interposing models/obstacles. The Assassin is considered to have charged that model, although it does not count as a Charge ACTION and therefore the Assassin can take the Move ACTION at a later point on this turn, if it hasn’t already. Note that if the bow takes the target Out of Action, no BLOOD MARKERS are caused and this movement cannot be made.

Temporal Slipstream:

If a Ranged Attack made with this Weapon causes any BLOOD MARKERS to be placed on the target model, you can immediately redeploy the attacking model within 1" of the target model, regardless of the distance or any intervening obstacles. Note that if the attack takes the target Out of Action, no BLOOD MARKERS are placed and this ability cannot be used.

Lore

This terrifying double-stringed bow looses its deadly barbs through both time and space. Its arrows can reach impossible distances and pass through armour by flickering through time, leaving behind a temporal slipstream that the Assassin can travel through in an eyeblink. These bows are some of the greatest treasures of Alamut, and only six are said to exist in the secret armoury of the Old Man of the Mountain. The trees producing the wood for these bows are planted into the skulls of ancient Assassins in the Garden of Alamut, passing their mystic powers on to the wood.

Bow of Lethe

Range24"
Hands
2 Hands (Ranged)
1 Hands (Melee)
Keywords

ASSAULT

Rules

Special Ammunition:

Before making an Injury Roll for an attack made with a Bow of Lethe, you must choose if the roll will have the +2 INJURY DICE Keyword or the IGNORE ARMOUR Keyword.

Lore

This bow is grown by the Hunters of the Left-Hand Path out of their own flesh. It can be tipped with deadly poison made from the blood of the nameless beasts that the Hunters stalk in the wastelands of Hell, or it can shoot one of the iron bolts of Pandemonium, that weigh nine tonnes on Earth.

Broken Crown

Rules

Locus of Despair:

Each time the model with the Broken Crown is Activated, before carrying out any ACTIONS with the model, place 1 INFECTION MARKER next to each enemy model within 1" of the model with the Broken Crown.

Lore

Made from the twisted and torn remains of their Hegemon’s shattered armour, this crown of barbs and thorns is a constant reminder to the Mourners of their failure.

Butcher Bayonet

RangeMelee
Modifiers+1D to Injuries
Keywords

CUMBERSOME, SHIELD COMBO

Rules

The Butcher Bayonet counts as a bayonet and has the Shield Combo rule. Add +1 DICE to rolls on the Injury Table made with this weapon. In addition, lower the roll needed to achieve a Critical Success by one for Melee Attacks made by friendly Thralls within 3” of a model with a Butcher Bayonet. Butcher Bayonets can only be attached to weapons fitted with a ‘Bayonet lug’ (indicated in each Warband’s Armoury). They do not count towards the maximum melee weapons a model can carry.

Carnyx

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

HELD

Rules

Fanfare:

Add +1 DICE to Risky Success Rolls for friendly models that are taking a Dash ACTION and are within 4" of one or more models with a Musical Instrument.

Lore

Horns, drums, trumpets, whistles, bagpipes and many other types of instruments are used extensively in the battles of the Great War. They can bolster the hearts of those facing the horrors of Hell, or they can recite terrifying hymns praising the lords of the Inferno!

Celtic Machine Armour

Keywords

-3 INJURY MODIFIER

Rules

Steadfast:

When a model that has this Battlekit suffers a Down result on the Injury table, it is treated as a Minor Wound result instead.

Celtic Bulk:

A model that has Machine Armour cannot be equipped with a Trench Shield.

Lore

Combining the rarest of divine metal alloys and the latest technology of New Antioch, machine armour makes its wearer a virtual tank.

Cloak of Alamut

Rules

Blend In:

The Fire Attack Modifier for a target being in Cover is -2 DICE instead of -1 DICE if the target has a Cloak of Alamut.

Lore

Created by the secret arts of the Assassin sect aeons ago, this cloak bends the light so that its wearer looks almost indistinguishable against any surface when they are still. It is this masterwork of Alamut that has led to tales of a fabled Cloak of Invisibility in the legends of the Sultanate.

Coin Hammer

RangeMelee
Hands
2 Hands (Melee)
Keywords

HEAVY, +1 INJURY DICE

Rules

Rune of Mammon:

If the Injury Roll for an attack made by a Coin Hammer results in 1 or more BLOOD MARKERS being placed on the target, place 1 BLESSING MARKER on the model using the Coin Hammer.

Lore

This double-handed hammer bears the rune of Mammon on its head. Its strike burns through even the heaviest armour, leaving a permanent, painful scar in the shape of the rune.

Combat Helmet

Keywords

NEGATE SHRAPNEL

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Compound Eyes Helmet

Keywords

NEGATE SHRAPNEL

Rules

Enhanced Vision:

Add +1 DICE to the Success Roll of Ranged Attacks taken for a model that has a Compound Eyes Helmet.

Lore

This ancient helmet fuses with its wearer, linking their nerves to its compound eyes, granting enhanced vision.

Corruption Belcher

Range8"
Hands
2 Hands (Ranged)
Keywords

GAS, IGNORE ARMOUR, FLAMETHROWER

Lore

Corruption belchers spew forth noxious gas and corrosive fumes captured from the Bolgias that divide the putrid swamps of the Eighth Circle of Hell.

Crown of Hellfire

Rules

Searing Flames:

When a model with a Crown of Hellfire ends an Activation, place 1 BLOOD MARKER next to each enemy model within 1” of the model with a Crown of Hellfire, except for enemy models that have the NEGATE FIRE Keyword.

Lore

This burning crown is held aloft by the pain-seared hands of an invisible damned soul, whose weeping cries can still be heard. It is a reward that an elite member of the Court can earn through some extraordinary act in the service of the Serpent Head they are pledged to. Of the slave soldiers of the Court, only the Pit Locusts are allowed to wear this symbol of prestige due the fundamental role they played at the start of the Great War.

Cruel Helmet

Keywords

HEAVY, NEGATE SHRAPNEL

Rules

Gruesome Weight:

When a model with a Cruel Helmet is deployed for the first time in a game, they are placed Down. In addition, if they are the target of an attack on the first turn before they have been Activated, place 1 extra BLOOD MARKER next to them (even if the attack misses or the Injury Roll for it has No Effect).

Lore

This heavy, cumbersome helmet always includes a gruesome mask. Crafted from the iron of Dis, it retains some of the searing heat of the Inferno, its touch causing skin to blister and peel. Due to its weight, it is almost impossible for its wearer to stand for long periods of time. Praetors and Sorcerers often force these dreadful devices onto their Wretched slaves.

Cup of Filth

Rules

Drink From The Cup:

At the start of the game, before either side deploys, you can pick either 1 ELITE model or up to 4 Thralls to drink from the cup. For the rest of the game, add +1 DICE to the Risky Success Roll for models that drank from the cup when they take a Dash ACTION.

Lore

Drawn from the river of nauseating corruption vomited by the Lord of the Flies since before time began, this liquid is the source of every illness that Creation has ever known or ever will know.

Damascus Armour

Keywords

IMPERVIOUS, -2 INJURY MODIFIER

Rules

Inspiring Gift:

A model that has a suit of Damascus Armour is not sent back home until they suffer their 4th Battle Scar. In addition, a suit of Damascus Armour cannot be removed from a model during a campaign unless the model wearing it has been killed or been declared Unfit for Duty.

Lore

No armour more splendid exists within the Sultanate than this magnificent chain mail, forged from the very Iron Wall itself by the smiths of New Damascus. They are given as a reward to the greatest warriors for their service on the battlefield by the Sultan’s hand alone. Each ring of this armour is inscribed with a verse from the Holy Quran and is thus utterly unbreakable.

Demonic Aura Grenade

Range8"
Keywords

GRENADE, SCATTER, IGNORE ARMOUR, ASSAULT, IGNORE COVER, BLAST 3"

Rules

Deadly Light:

Double the number of BLOOD MARKERS placed next to a model by an Injury Roll for an attack made with a Demonic Aura Grenade. In addition, an Injury Roll is made for all models that are within 3" of the target point when the Demonic Aura Grenade explodes, even if interposing terrain blocks the line of sight.

Lore

t is theorised this horrific grenade is based on the same technology as the weapon that destroyed the city of Antioch. Its explosion seems to cause no physical damage, but releases an eerie, bright green light that brings rapid, agonizing death to those caught within its reach. Why the Heretics do not use the grenades in greater numbers remains a mystery.

Devouring Jaws

Rules

This equipment grants the wearer an additional attack ACTION in melee combat without penalty. Each time the attack is used, it also receives 1 BLOOD MARKER. Once this has been equipped, it can never be unequipped or removed from the model for any reason.

Donkey's Jawbone

RangeMelee
Hands
1 Hands (Melee)
Keywords

+2 INJURY DICE

Lore

Blessed by YHWH, this bone club grants its wielder the strength of Samson himself.

Double-Handed Blunt Weapon

RangeMelee
Hands
2 Hands (Melee)
Keywords

HEAVY, +1 INJURY MODIFIER

Lore

These are large, cumbersome weapons, often made from sturdy wood with a metal tip of steel, lead or iron of Tartarus. It takes great strength to fight with it for any length of time. They are especially suited for attacking armoured targets.

Ducal Winged Armour

Keywords

-3 INJURY MODIFIER

Rules

Myrmidon Wings:

Change the Movement Characteristic of a model that has the Ducal Winged Armour to 10"/Flying.

Steadfast:

When a model that has this Battlekit suffers a Down result on the Injury table, it is treated as a Minor Wound result instead.

Lore

Based on the prototype battlefield armour worn by Duke Constantine XI himself and his personal guard, known as the Myrmidons, these extremely rare and powerful suits are granted only to the most decorated soldiers. They feature a MKIII Myrmidon diesel engine and wings, painted and decorated to celebrate the deeds of the warrior who has “earned their wings”.

Dum-Dum Bullets

Keywords

CONSUMABLE

Rules

Before the battle begins, a model may use this item to grant a rifle or pistol weapon that they are equipped with the CRITICAL keyword until the end of the battle.

Dum-Dums:

When this Battlekit is taken, you must choose 1 Ranged Weapon that the model already has. The Weapon gains the CRITICAL Keyword.

Lore

These hollow-point bullets are far more likely to cause fatal wounds than standard ammunition.

Elixer of Al-Khidr

Keywords

CONSUMABLE

Rules

Fountain of Life:

When deploying a model with an Elixir of Al-Khidr for the first time in a game, you can say that the model will consume the Elixir of Al-Khidr. If you do so, the model has the TOUGH Keyword for the rest of the game. An Elixir of Al-Khidr cannot be used by models with the ARTIFICIAL Keyword.

Lore

This is an extraordinary creation of the House of Wisdom. It is said that within the Sultanate’s gardens lies the hidden Fountain of Life, whose waters are used as an ingredient in this powerful alchemical formula.

Executioner's Axe

RangeMelee
Hands
2 Hands (Melee)
Keywords

CRITICAL, +2 INJURY DICE

Rules

Twin Blows:

After a model with the Executioner’s Axe makes a Melee Attack, it can immediately make a second Melee Attack with the axe. The additional attack for the Executioner’s Axe cannot be combined with further additional attacks allowed by other Abilities or Skills (you can make two Melee Attacks with the Axe and no more).

Lore

This axe is wielded by the executioner demons of Hell whose job is to dismember those who brought division on Earth. As the flesh of the damned reforms over time, this grisly task is repeated again and again through eternity.

Explosive Charges

Keywords

CONSUMABLE

Rules

Hidden Explosives:

At the start of the game, after Deployment, you can say that a model that has Explosive Charges is going to plant them on the battlefield. If you do so, secretly write down their location on a piece of paper. The Explosive Charges must be planted on a terrain piece that measures up to 8" by 8", is not fully or partially within the enemy deployment zone or within 1" of a model, and which is not a Scenario Objective that is worth any Victory Points.

Detonating the Explosives:

When you Activate a friendly model, before you carry out any ACTIONS you can say that the model is going to detonate any hidden explosives you set up at the start of the game. If you do so, show your opponent the piece of paper saying where the explosives are hidden, and then make an Injury Roll with the SHRAPNEL Keyword for each model (friend or foe) that is in on or in contact with the terrain piece. The terrain piece is then removed from the game. Models that were on top of the terrain piece Fall directly down to the battlefield, and an additional Injury Roll may have to be made for them if they Fall 3" or more.

Lore

Sultanate Sapper Corps specialise in using explosive charges to overcome defended enemy positions such as walls, bunkers, casemates and pillboxes. Experts at timing the fuses of their bombs, many a battle has been turned thanks to a well-timed blast.

Faithful Saint's Skull

Keywords

HELD

Field Hospital

Rules

Field Hospital:

A Field Hospital cannot be allocated to a model, but is added to your Arsenal. If your Warband also includes a Combat Medic or an Alchemist, at the end of the Trauma Step in the Campaign Phase you can use a Field Hospital to treat 1 model from your Warband that has 1 or more Battle Scars. If you do so, roll 2D6. On a roll of 7+ you can remove 1 of the model’s Battle Scars; on a roll of 3-6 nothing happens; on a roll of 2 the model receives 1 extra Battle Scar.

Lore

Field Hospitals have saved many warriors in the immediate aftermath of a bloody battle. Though simpler than the mighty hospices of New Antioch, Athens or New Damascus, they are still highly sought-after by successful warband leaders.

Field Shrine

Rules

Shrine:

After you deploy a model that has Field Shrine, you must set up a Field Shrine terrain piece in the model’s deployment zone. The Field Shrine terrain piece must be at least ½" tall and mounted on a 40mm base. The Field Shrine is Impassable terrain and cannot be picked up or moved in any way. In the Morale Phase, each friendly Field Shrine on the battlefield adds 3 to the number of models you have in your Warband that are not Down or Out of Action, up to a maximum bonus of 9 extra models.

Tear it Down!:

Models can attack a Field Shrine as if it were an enemy model. If it is hit by an attack or is in the blast radius of an attack made with a Weapon that has the BLAST Keyword, it is removed from the battlefield and crossed off the Warband Roster (no Injury Roll is required).

Lore

Holy reliquaries, blessed artefacts and sacred crosses are often carried to the battlefield to encourage the troops, while the Heretics bring idols of the Golden Calf, tortured captives or other wicked totems to bear.

Fire Shield

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

-1 INJURY MODIFIER, NEGATE FIRE

Rules

Fire Shield:

Add -1 INJURY DICE to Injury Rolls for attacks with the FIRE Keyword that targets a model that has a Fire Shield.

Lore

An invention of the al-Jazari School of Engineering within the House of Wisdom, this shield is treated with an alchemical formula that makes it highly resistant to fire weapons. It has proven its value in many desperate battles against the flame-wielding Heretics.

Flame Cannon

Range12"
Hands
1 Hands (Ranged)
Keywords

HEAVY, FIRE, IGNORE ARMOUR

Rules

Greek Fire:

When a Flame Cannon is used to make a Ranged Attack, do not make a Success Roll for the attack. Instead, measure a straight line 1mm wide and up to 12" long from the attacking model to a point on the ground or a model’s base. The line stops if it reaches a terrain piece that is taller than the model making the Attack. Make an Injury Roll for every model (friend or foe) that is touched by the line, apart from the attacking model itself.

Lore

A great cannon that shoots a stream of alchemical fire with tremendous force. It has a tendency to overheat and ignite the skin of its artillery crew, but the mighty Brazen Bulls use them as mere handguns. The secret formula used for the fuel of the flame cannons was gleaned from the ruins of lost Constantinople, and is commonly known as Greek fire.

Flamethrower

Range8"
Hands
2 Hands (Ranged)
Keywords

FIRE, FLAMETHROWER, IGNORE ARMOUR, -1 INJURY DICE

Lore

A flamethrower is a terrifying Weapon capable of projecting great streams of fire and flammable liquids at a distance. It is ideal for clearing bunkers, trenches and other fortifications, killing in a most horrific way. Consequently, it is greatly favoured by the Heretic forces.

Frag Grenades

Range8"
Keywords

GRENADE, ASSAULT, SHRAPNEL, BLAST 2", IGNORE COVER, IGNORE LONG RANGE

Lore

Fragmentation grenades or hand bombs are a staple of trench warfare. Usually referred to as frag grenades, they can kill the enemy underground or behind cover. They can also force the enemy into the open, providing targets for rifle and machine gun fire.

Gas Censer

Hands
2 Hands (Ranged)
Keywords

IGNORE ARMOUR, RELOAD, GAS

Rules

Cloud of Gas:

When a Gas Censer is used to make a Ranged Attack, do not make a Success Roll. Instead, all other models within 6" of the model using the Gas Censer are hit, and an Injury Roll must be made for each one. Note that the attack hits all models, friend or foe, apart from the model making the attack, regardless of line of sight.

Lore

This censer is a lethal chemical weapon and an object of veneration to the Pilgrims.

Gas Filter

Keywords

NEGATE GAS

Lore

The Anchorite is installed with a holy incense system that cleanses and purifies the air the monk inside the Anchorite breathes.

Gas Grenade Launcher

Range36"
Hands
2 Hands (Ranged)
ModifiersIgnore Cover, Ignore Armour, -1D to Injuries, Blast 3"
Keywords

HEAVY, GAS, BLAST (X)

Rules

Ignores all penalties for cover. This weapon has a BLAST radius of 3" – all models within this range are hit. Injury rolls are made with -1 DICE and ignore armour.

Lore

Modifications of great siege rifles designed to lob grenades over long distances, specially crafted by the servants of Mammon to best preserve loot.

Gas Grenades

Range8"
Keywords

GRENADE, ASSAULT, GAS, IGNORE ARMOUR, IGNORE COVER, IGNORE LONG RANGE, -1 INJURY DICE, BLAST 2"

Lore

Gas grenades are insidious weapons, attacking the lungs and other internal organs with noxious fumes. Devil alchemists of the Fifth Circle are especially clever in creating these fiendish and hated weapons.

Gas Mask

Keywords

NEGATE GAS

Lore

Mustard gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The gas mask allows soldiers to withstand such attacks.

Golden Calf Altar

Keywords

CONSUMABLE, HEAVY

Rules

Illusions:

Enemy models treat open ground and all terrain within 3" of a model with a Golden Calf Altar as being Difficult Terrain (if it is not already), even if they can Fly.

Place Altar:

A model with a Golden Calf Altar can take a Place Altar ACTION. If they do so, the model no longer counts as having a Golden Calf Altar, and you must place a Golden Calf Altar terrain piece on a 25mm base on the ground within 1" of the model taking the ACTION. The Golden Calf Altar has the Illusions special rule, is Impassable Terrain, and cannot be picked up again or moved in any way.

Lore

This portable altar of Mammon creates illusions of immense wealth, taking the form of whatever its target covets most.

Golden Khanjar

RangeMelee
Hands
1 Hands (Melee)
Keywords

+1 INJURY MODIFIER

Rules

Attack Twice:

You can make 2 Melee Attacks with this Weapon, one after the other, when it is used as a Melee Weapon. Note that if you spend BLOOD MARKERS to modify the Injury Rolls for one attack, they do not modify Injury Rolls for any of the subsequent attacks.

Lore

Placed in the hand of an especially favoured killer by the Old Man of the Mountain himself, these wickedly curved daggers gleam as if they were made of gold, but instead they are crystallised poison, and allow their wielder to attack twice in the same instance of time. Only the Master of Alamut himself knows the secret of making these blades.

Grail Devotee

Rules

Grail Devotees:

Up to 2 models can have up to 2 Grail Devotees each. Add +1 INJURY MODIFIER to Injury Rolls for Melee attacks made by the model for each Grail Devotee that it has. Each Grail Devotee can be represented by a model if you wish. Place them adjacent to the model that they are following but note that Grail Devotees are not treated as models for any rules purposes, just move them out of the way if they get in the way of a “proper” model.

Jealous Obsession:

The Limit of 2 is the number of models that can have Grail Devotees; each model can have up to 2 Grail Devotees. The cost of the second Grail Devotee taken for a model is paid in instead of .

Lore

Given birth by Matagot Hags after devouring living victims whole, these diminutive thralls are driven by an unspeakable thirst for fluids tainted by the Cult of the Black Grail. They attach themselves to the nobles of the Order of the Fly, endlessly grovelling and begging for any secretion or discharge of fluid their master might be able to spare.

Grand Anchorite

Rules

Impossible to Stop:

Enemy models are not allowed to make a Melee Attack when a Grand Anchorite Shrine that is within 1" of them retreats. In addition, a Grand Anchorite Shrine can use a normal move or a charge move if it starts within 1" of any enemy models.

Lore

Built to an extraordinary size, the Anchorite Shrine is all but impossible to stop or slow down once it starts moving.

Grasping Maw

Rules

A model with this Equipment may, as a RISKY ACTION, move an enemy model within Line of Sight within 6” by 1D6” in a straight line towards them. This ability can be used to make the target model move within 1” of an enemy, retreat (though they are not subject to Free Strikes), or Jump Down, but may not be used to make a model move through Difficult or Dangerous terrain, Climb or Jump across a gap.

Great Banner of New Antioch

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

HELD

Rules

Rally to the Flag:

If a model with a Great Banner of New Antioch is on the Battlefield when you take a Morale Check (even if they are Down), you can choose for the Morale Check to be a Success or for your Warband to flee.

Lore

A famed standard, army’s battle banner, or regimental colour. It may also be the flag of one of the many free companies or forces in the service of the Church. Warband leaders often possess their own battle banner adorned with the awards and ribbons their units have won, carried proudly by a trusted warrior.

Greatsword / Greataxe

RangeMelee
Hands
2 Hands (Melee)
Keywords

CRITICAL, HEAVY, +1 INJURY DICE

Lore

Claymores, Zweihänders and even huge battle axes are used in the trenches when bullets fail to stop quick or well-armoured targets. The strikes from these weapons can easily lop off limbs and heads.

Grenade Launcher

Range36"
Hands
2 Hands (Ranged)
Keywords

HEAVY, SHRAPNEL, BLAST (X), IGNORE COVER, BLAST 3"

Lore

Modifications of great siege rifles designed to lob grenades over long distances.

Gun Turret

Range24"
Hands
2 Hands (Ranged)
Modifiers3 Attacks, +1D to Hit, +1D to Injuries
Keywords

CRITICAL, RISKY

Rules

The Gun Turret can’t be moved. A model that is in base contact with the Gun Turret is considered to be armed with it. Only one model can be armed with the Gun Turret at a time. The model must be able to use Ranged weapons to arm themselves with the Gun Turret. While using the Gun Turret, the model can’t take any other ACTIONS, except Move. If the model moves away from contact with the Gun Turret, or if they’re engaged in melee combat, they’re not armed with the Gun Turret any longer.

The Gun Turret can make three Attack Actions instead of one, as RISKY ACTIONS each. A model armed with it can target separate models with each attack, as long as all targets are within 6” of each other. After taking all three attacks, the Activation of the model is over regardless of any remaining ACTIONS the model might have. If they fail any of the RISKY ACTIONS, the Activation of the model is over and the Gun Turret is jammed.

A model can attempt to unjam the Gun Turret with an ACTION, as long as they’re in base contact with it and not engaged in melee combat. If successful, the Gun Turret is no longer jammed.

After making three attacks, consecutively or not, by the same model or not, the Gun Turret must be reloaded as a RISKY ACTION by a model that is in base contact with it and not engaged in melee combat. If successful, the Gun Turret is reloaded, and the Activation of the model is over regardless of any remaining ACTIONS the model might have. If failed, the Activation of the model is over and the Gun Turret is jammed. Unjamming the Gun Turret, in this case only, will also reload it.

The Gun Turret rolls attacks with +1 DICE. It reduces the injury roll penalty from armor and shields by 1. Thus Reinforced Armor only offers a -1 modifier to injury rolls caused by this weapon. It also adds +1 DICE when rolling on the Injury Chart. The model cannot apply any of their own applicable modifiers, if any, when armed with the Gun Turret.

The model armed with the Gun Turret is considerably exposed to enemy fire. Enemies add +1 DICE when rolling on to hit the model with ranged attacks.

Halberd-Gun

Range24" / Melee
Hands
2 Hands (Melee)
Keywords

ASSAULT, CUMBERSOME, BLOCK

Lore

An invention of the House of Wisdom, this weapon acts both as a symbol of high rank and an excellent weapon in combat.

Hallowed Anchorite

Rules

Manifold Blessings:

A Hallowed Anchorite Shrine can be promoted to ELITE status in the Promotions & Experience Step of the Campaign Phase.

Lore

The Anchorite has been anointed with holy chrism, the oil made of pure myrrh, the ash from burnt icons and fifty-six other sacred ingredients.

Hashashin Leaf

Keywords

CONSUMABLE

Rules

Enhanced Strength:

When you deploy a model with a Hashashin Leaf for the first time in a game, you can say that the model will consume the Hashashin Leaf. If you do so, the model has the STRONG Keyword for the rest of the game.

Lore

These leaves from the secret Garden of Alamut enhance the strength of anyone who eats them threefold. Once the effect wears off the subject will suffer from agonising muscle tears and torn ligaments, but many of the Order of Assassins feel that this is a small price to pay for being able to use deadlier weapons.

Head Taker

RangeMelee
Hands
1 Hands (Melee)
Rules

Ambush Weapon:

Add a +2 INJURY MODIFIER to rolls made for this weapon if the target has not yet been Activated this Turn.

Lore

Said to contain a tiny sliver of the stone that Cain used to murder Abel, this weapon allows its wielder to identify any point in the body of their enemy that would bring it instant and agonising death. This makes it a superb ambush weapon much favoured by the Hunters of the Left-Hand Path.

Heavy Ballistic Shield

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

COVER

Lore

These massive shields are made of aramid fibre mesh and orichalcum steel alloy. They are so heavy that they can only be carried by Heavy Mechanized Infantry, and even then, they are too cumbersome to be used in fast-paced melee. They are mainly used for protection during their ponderous advance towards the enemy.

Heavy Flamethrower

Range10"
Hands
2 Hands (Ranged)
Keywords

FIRE, HEAVY, FLAMETHROWER, IGNORE ARMOUR, AUTOMATIC 2, -1 INJURY DICE

Rules

Hits up to two models within range automatically with an Attack Action as long as they are within 6" of each other and within the Heavy Flamethrower range. Ignores armour. It also has the Keyword FIRE, so it causes an additional +1 BLOOD MARKER on enemies it hits, even if no other damage is caused.

Lore

These massive flamethrowers are normally mounted on armoured vehicles, but those possessing uncanny strength may use them as infantry weapons.

Heavy Shotgun

Range12"
Hands
2 Hands (Ranged)
Keywords

SHIELD COMBO, HEAVY, +1 DICE

Rules

Tungsten-orichalcum Alloy Shot:

Add +2 INJURY DICE to rolls for Ranged Attacks made by this Weapon at Short Range.

Lore

This massive 8 bore shotgun is used to take down extremely powerful and large opponents at short range. It is known as a “Wolf-Killer” in New Antioch as it is the weapon favoured by the soldiery of the Duke to take down the Heretic War Wolf Assault Beasts. Heavy shotguns use tungsten-orichalcum alloy shot which explains their enormous stopping power at short ranges.

Hellblade

RangeMelee
Hands
2 Hands (Melee)
Keywords

FIRE, +1 INJURY DICE

Lore

Crafted from iron ore from the mines of Dis in Inferno, this weapon burns with the unquenchable fires of Hell.

Hellbound Soul Contract

Rules

Contract:

If a model with a Hellbound Soul Contract is taken Out of Action, before removing it from the battlefield add 1 BLOOD MARKER to each enemy model that is within 1" of it. Models that have the NEGATE FIRE Keyword are not affected by this special rule.

Lore

An infernal contract signed by a Heretic and the demon who will come to collect the damned soul when death is close. The mortal signatory bursts into Infernal flames when seriously wounded.

Holy Diesel Engine

Rules

Advanced Design:

When you take a Dash ACTION with this Anchorite Shrine, you can choose to add +2 DICE to the Success Roll. If you do so, you must place 1 BLOOD MARKER next to the model.

Lore

The Anchorite is equipped with an advanced diesel engine with an experimental cooling system.

Holy Grenade

Range8"
Keywords

GRENADE, ASSAULT, SHRAPNEL, BLAST 2"

Rules

Spirit of Vengance:

Add +1 INJURY DICE to rolls against models that have the BLACK GRAIL or DEMONIC Keyword.

Lore

The shells of these grenades are forged from the church bells of the original city of Antioch, and imbued with the Lord’s spirit of vengeance against all evil, (such as animals possessed by demons).

Holy Icon Armour

Keywords

IMPERVIOUS, -1 INJURY MODIFIER

Lore

This suit of armour is made of blessed icons and scripture scrolls written with the blood of saints.

Holy Icon Shield

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

IMPERVIOUS, -1 INJURY MODIFIER

Lore

These shields are made from icons that have performed miracles. Mounted on blessed wood, they are harder than any steel and virtually indestructible. Only the most revered fighters in the service of the Church carry one.

Holy Relic

Keywords

BLESSED 1

Lore

Due to the threat to all Creation, the churches, cathedrals and basilicas have emptied their reliquaries and distributed their relics to the frontline troops to aid them in their battle against the damned.

Holy Smoke

Keywords

CONSUMABLE

Rules

Holy Smoke:

When you deploy a model that has Holy Smoke, you can say that they will consume it. If you do so, until the end of the game, the model has the NEGATE FEAR Keyword and -1 INJURY DICE is added to Injury Rolls for attacks that hit it.

Lore

Made of a mixture of frankincense, agarwood, and secret chemicals from the Mendelist Order, this burned incense is inhaled by Prussian Trench Clerics before battle. It is highly addictive but grants great physical and mental resilience.

Holy Water of Lalibela

Keywords

CONSUMABLE

Rules

Healing Waters:

Add +1 DICE when a model with the Holy Water of Lalibela takes a Success Roll for an ACTION that can remove BLOOD MARKERS and/or INFECTION MARKERS from another model or itself.

Lore

Vials of holy water from the rock-hewn churches of Lalibela are carried by the Ethiopian warriors on their campaigns. It has great power over demonic entities and aids in healing.

Horn of Joshua

Rules

Blow Thy Horn:

A model with the Horn of Joshua can take a Blow Thy Horn ACTION. If they do so, take a Risky Success Roll for the model and add +1 DICE to the roll. If the roll is a Failure, nothing happens. If the roll is a Success or Critical Success, pick 1 terrain piece that is within 12" of the model with the Horn of Joshua and that measures up to 8" by 8". Make an Injury Roll for each model (friend or foe) that is on or in contact with the terrain piece, and then remove the terrain piece from the game. Models that were on top of the terrain piece Fall directly down to the battlefield, and an additional Injury Roll may have to be made for them if they Fall 3" or more.

Lore

Said to be one of the horns that Joshua used to bring down the walls of Jericho. Its blast still has the power to shake the very foundations of the strongest fortifications.

Incendiary Ammunition

Keywords

CONSUMABLE

Rules

Incendiary:

When this Battlekit is taken, you must choose 1 Ranged Weapon that the model already has. The Weapon gains the FIRE Keyword.

Lore

Developed by Aym, the great duke of Hell, these bullets set any target they hit on fire.

Incendiary Grenades

Range8"
Keywords

GRENADE, ASSAULT, FIRE, IGNORE COVER, IGNORE LONG RANGE

Rules

Liquid Fire:

If the Success Roll for a Ranged Attack made with an Incendiary Grenade is a Critical Success then the Injury Roll for the attack has the IGNORE ARMOUR Keyword.

Lore

Incendiary grenades can set their target alight with sulphur, phosphorous or flammable gas captured from the Lake of Fire in the Seventh Circle of Hell.

Infernal Brand Mark

Keywords

NEGATE FIRE

Lore

A Heretic who has made a holy pilgrimage into Hell itself is branded by their patron devil with an ever-burning mark. Mortal fire no longer has the power to harm them.

Infernal Iron Armour

Keywords

IMPERVIOUS, -2 INJURY MODIFIER

Rules

Injuries against this model are rolled with a flat -2 penalty. This penalty applies against injuries that ignore armour.

Lore

This armour is forged simultaneously in Hell and on Earth, so that no weapon, whether Infernal or man-made, can overcome its protection.

Infested Rifle

Range18"
Hands
2 Hands (Ranged)
Keywords

BAYONET LUG, ARMOUR PIERCING

Lore

Armour offers little protection against the horrid, tainted bullets of this rifle, polluted by the power of Beelzebub himself. The bullets are semi-sentient, flying through the tiniest chinks in any armour.

Iron Capirote

Keywords

NEGATE SHRAPNEL

Lore

A conical helmet blessed by the Church and often containing a fragment of a relic. Iron capirotes shield their wearers from the psychological horror of war and allow them to face creatures from the pits of Hell unflinchingly.

Iron Wall Kalkan

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

COVER

Rules

Othismos:

When a Brazen Bull that has an Iron Wall Kalkan takes a Move ACTION (not a Dash or Charge) and is in contact with 1 enemy model that is mounted on a base of 40mm or less, then the Brazen Bull can use the Iron Wall Kalkan to push the enemy model when it moves. The Brazen Bull must move in a straight line, directly towards the enemy model. The enemy model is pushed in front of the Brazen Bull as the Brazen Bull moves along. The move can also be used to push a model off a terrain piece, so that it Falls. If the move pushes the enemy model into contact with another model, both the enemy model and the Brazen Bull must stop moving. If it pushes the enemy into contact with a terrain piece that is more than ½" high, the enemy model and the Brazen Bull must stop moving and an Injury Roll is made for the enemy model.

Lore

It is rare that even the greatest artillery bombardments manage to dent the Invincible Iron Wall, but sometimes when the most powerful of enemy Sorcerers enchant Heretic artillery ammunition, a sliver of the Wall is splintered. Such shards and slivers of the divine metal are carefully gathered by the Alchemists and incorporated into mighty shields to be used solely by the Brazen Bulls.

Jezzail

Range18"
Hands
2 Hands (Ranged)
Lore

These long arms are by far the most common weapons carried by the soldiers of the Sultanate of the Great Iron Wall. Their barrels are smoothbore, which limits their accurate range, but this is more than made up for by the fact that this allows them to be loaded with different types of alchemical ammunition made by the Jabirean Alchemists.

Kilij

RangeMelee
Hands
1 Hands (Melee)
Keywords

CRITICAL, +1 INJURY MODIFIER

Lore

Forged for warriors sworn to the martial ideals of furūsīyah, these curved swords are honed to unsurpassed sharpness.Treated by the Alchemists of the House of Wisdom, they are imbued with the power to cut through even the Infernal Tartarus armour.

Knife / Dagger

RangeMelee
Hands
1 Hands (Melee)
Keywords

-1 DICE

Lore

Virtually all soldiers carry a trench knife, dagger or other kind of blade for close quarter engagements. It may lack the devastating power of a great maul or other heavier melee weapons, but this humble weapon has taken countless lives during the Great War.

Knighthood

Rules

Famous Deeds:

At the end of each game, your Warband receives 1 for each model with a Knighthood that is on the battlefield.

Lore

War is the crucible that bestows honorifics more rapidly than any other endeavour. Those who achieve great fame may be granted ranks such as baron, marquis, bishop or other prestigious titles. Within the taifas of the Iron Sultanate, there are many titles to be had, from chelebi knight to the mighty sheik. Hell too has its own twisted ranks of nobility, where those who commit the vilest deeds are bestowed a rank amongst the Infernal principalities.

Koraktor, the Great Tome of Hell

Rules

Goetic Power:

You can purchase a Goetic Power for a Sorcerer that has Koraktor, the Great Tome of Hell. It can be taken in addition to the 3 Goetic Powers the Sorcerer can normally have, and you can ignore any restrictions that would normally apply (such as the Sin the Sorcerer’s Warband needs to be dedicated too, or it only being allowed for a model that isn’t a Sorcerer). The additional power is purchased in the Quartermaster Step and its Cost must be paid normally.

Lore

Each Sorcerer carries a book copied from the Koraktor, the original tome of Goetic magic, said to have been written by the angel Samael, who is also known as the Venom of God. The reason an angel would have authored such a book is unknown, if the story is even true at all.

Lochaber Axe

RangeMelee
Hands
2 Hands (Melee)
Keywords

CRITICAL, CUMBERSOME, HEAVY, BLOCK, +2 INJURY DICE

Lore

Lochaber axes combine the power of the battle axe with the defensive qualities of a polearm. Its wicked spike has stopped many a Heretic in their tracks. Dùn Èideann Guard are especially adept at their use..

Lock of Samson's Hair

Rules

A model with a Lock of Samson’s Hair gains the STRONG Keyword. In addition add +1 INJURY DICE to rolls for Melee Attacks made by a model with a Lock of Samson’s Hair.

Locust Spitter

Range24"
Hands
2 Hands (Ranged)
Keywords

IGNORE ARMOUR, -1 INJURY DICE

Rules

Devouring Swarm:

When a target is hit with the Locust Spitter, the mindless hunger of the Lord of Flies compels the swarm to continue devouring. If the Success Roll for a Ranged Attack made with Locust Spitter is a Success or Critical Success, after making the Injury Roll for the target, subtract the range to the target from 18". Then make another Injury Roll for the closest model (friend or foe) that is within this distance of the target model and has a line of sight to it (no Success Roll is required).

After the second target’s Injury Roll has been made, the swarm moves on again, but this time the remaining distance it can travel is reduced by the distance between the first and second target, and it must target a new model that has not already been attacked. This carries on until the swarm either runs out of new target models it can reach and has a line of sight to, or the distance it is allowed to move is reduced to 0"

For example, if the range to the first target was 10", then after making an Injury Roll for the first target, the closest model that can see the first target and is within (18-10) = 8" of it would also be hit. If the second target was within 3" of the first, then after making the second Injury Roll , the closest model that has not yet been attacked, and which can see the second target and is within (18-10-3) = 5" of it would be hit, and so on.

Note that if the original attack was a Critical Success, the Injury Roll modifier only applies to the first Injury Roll; it does not apply to any subsequent models that are hit by the swarm. However, the -1 INJURY DICE and IGNORE ARMOUR Keywords apply to all of the Injury Rolls made.

Lore

A nest of infected Hell-locusts serves as the fuel tank for this horrific gun. The voracious, razor-sharp iron locusts which dwell within can penetrate even the smallest chink in armour. Guided by the hateful will of the Lord of the Flies, they consume flesh and swarm to their next nearby target in mere seconds.

Lordship of this World

Rules

Mark of the Pit:

The model carries a mark such as a living tattoo or a rune painted or carved by the hand of its infernal patron. At the start of each game, after both sides have deployed, if a friendly model with the Lordship of This World is on the battlefield you can pick 1 terrain piece that measures up to 8" by 8" and does not have any models from your Warband on it. You can move the terrain piece 6" in any direction, but it must finish wholly upon the battlefield and not on top of any of the models from your Warband. Any enemy models that are on the terrain piece are moved with it. Enemy models that the terrain piece is moved on top of are removed from the battlefield and then immediately redeployed by your opponent anywhere they desire within their deployment zone.

Lore

It is written that the powers of evil wield the greatest influence over the material world. The most formidable servants of the Pit, can torment the very earth itself and bend it to do their bidding.

MURAD Bombard

Range36"
Hands
1 Hands (Ranged)
Keywords

HEAVY, SCATTER, BLAST 3"

Rules

Echoing Blast:

When you make an Injury Roll for a model that was the target and hit by an M.U.R.A.D. Bombard, or if the attack scattered and the target point was on the model’s base, roll 3D6 and add all 3 dice together. Any +INJURY DICE or -INJURY DICE that applied to the Injury Roll will apply normally, except that you pick the 3 highest or lowest dice in the roll instead of the 2 highest or lowest. All other models caught in the M.U.R.A.D. Bombard’s blast radius are taken Down but do not suffer any other injuries (do not make an Injury Roll for them).

Lore

Named after the great Sultan who commissioned the first of these weapons to defend the Iron Wall, this mighty bombard is used to disrupt advancing enemy formations. The echo of its blast recites the 99 names of Allah, throwing even the greatest of warriors to ground like chaff.

Machine Armour

Keywords

-3 INJURY MODIFIER

Rules

Steadfast:

When a model that has this Battlekit suffers a Down result on the Injury table, it is treated as a Minor Wound result instead.

Bulky:

A model that has this Battlekit cannot be equipped with a Trench Shield and has a Charge Bonus of D3" instead of D6".

Lore

Combining the rarest of divine metal alloys and the latest technology of New Antioch, machine armour makes its wearer a virtual tank.

Machine Gun

Range36"
Hands
2 Hands (Ranged)
Keywords

HEAVY, RELOAD, AUTOMATIC 3

Lore

Machine guns are lethal fully-automatic firearms, capable of mowing down entire ranks of infantry from afar. The firing rate depends on the lock assembly used but averages 500 rounds per minute.

Malebranche Sword

RangeMelee
Hands
2 Hands (Melee)
Keywords

HEAVY

Rules

Abyssal Blade:

When you make an Injury Roll for an attack made with this weapon, roll 3D6 and add all 3 dice together. Any +INJURY DICE or -INJURY DICE that applied to the Injury Roll will apply normally, except that you pick the 3 highest or lowest dice in the roll instead of the 2 highest or lowest.

Lore

These forked Abyssal swords are terrible weapons as well as symbols of prestige. They are given to demons who have performed great deeds in the service of the Court and were once carried by fallen seraphim in battles against Heaven.

Mamluk Greatsword

RangeMelee
Hands
2 Hands (Melee)
Keywords

CRITICAL, +1 INJURY DICE

Lore

Claymore, Zweihanders and even huge battle axes are used in the trenches when bullets fail to stop quick or well-armoured targets. The strikes from these weapons can easily lop off limbs and heads.

Marid Shovel

RangeMelee
Keywords

HEAVY

Rules

Shovel:

A model equipped with a Shovel that starts the game on Open terrain has the COVER Keyword until it moves away from its starting position. In addition, a model equipped with a Shovel can use it as a 2-Handed Melee Weapon instead of using any other Melee Weapons it has.

Lore

This enormous shovel is made from alchemical bronze which makes it almost indestructible. Brazen Bulls use it for public works (such as digging canals, foundations of buildings and mining) during peacetime, while at war it is used for digging trenches, ditches and bunkers.

Martyrdom Pills

Keywords

CONSUMABLE

Rules

Inured to Pain:

When you deploy a model that has Martyrdom Pills you can say that they will consume them. If you do so, until the end of the game the model has the NEGATE FEAR Keyword. In addition, add -1 INJURY DICE to rolls for attacks that hit the model.

Lore

Martyrdom pills are a potent mixture of mind-altering drugs and chemicals that inure a soldier against all pain and injury. However, it takes a tremendous toll on the body.

Masterworks Jezzail

Range36"
Hands
2 Hands (Ranged)
Keywords

CRITICAL, +1 DICE

Rules

Enhanced Bullets:

If the target of an attack made with a Masterwork Jezzail is within 1" of a friendly model, you do not have to roll a D6 to see if the friendly model is hit by the attack. In addition, if the Success Roll for an attack made with a Masterwork Jezzail is more than 7, after making the Injury Roll for the target, subtract 7 from the Success Roll. Then make an Injury Roll for the closest enemy model that is within this distance in inches of the target model and has a Line of Sight to it (no Success Roll is taken).

For example, if you roll a 9 for the Success Roll, you could make an Injury Roll for a second enemy model that was within (9-7=) 2" of the target model and in its Line of Sight. Note that if the original attack was a Critical Success, you only add +1 INJURY DICE to the first Injury Roll; it does not apply to any subsequent models that are hit.

Lore

It takes a year of effort from one of the Sultan’s own gunsmiths to craft these magnificent longarms. Its bullets are enhanced to seek out new Unbelievers if they penetrate their first target.

Medi-Kit

Rules

Treat:

ACTION: A model with this Keyword can take a Treat ACTION. If it does so, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If it is a Success or a Critical Success, you can do one of the following things:

  • Remove 1 BLOOD MARKER from the model or a friendly model within 1" of the model.
  • Stand up a friendly model that is Down and within 1" of the model.

Lore

Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted Heretic medics allows mangled troops to return to the fray.

Misericordia

RangeMelee
Hands
1 Hands (Melee)
Rules

Ignores the armour of opponents that are Down.

Despatch:

This weapon has the IGNORE ARMOUR Keyword if the target is Down.

Lore

The misericordia dagger is designed to put enemies out of their misery by finding chinks in the armour: eye slits, neck joints and every other vulnerable seam.

Molotov Cocktail

Range6"
Keywords

FIRE, ASSAULT, GRENADE, IGNORE COVER, IGNORE LONG RANGE, -1 INJURY DICE

Rules

Liquid Fire:

If the Success Roll for a Ranged Attack made with an Incendiary Grenade is a Critical Success then the Injury Roll for the attack has the IGNORE ARMOUR Keyword.

Lore

Developed on the desperate Finnish battle frontier against ice demons, this improvised weapon consists of a glass bottle containing a flammable substance such as gasoline, alcohol or a napalm-like mixture plus a source of ignition.

Mortar

Range36"
Hands
2 Hands (Ranged)
ModifiersBlast 3"
Keywords

SHRAPNEL, RISKY, BLAST (X)

Rules

The Mortar can’t be moved. A model that is in base contact with the Mortar is considered to be armed with it. Only one model can be armed with the Mortar at a time. The model must be able to use Ranged weapons to arm themselves with the Mortar. While using the Mortar, the model can’t take any other ACTIONS, except Move. If the model moves away from base contact with the Mortar, or if they engage in melee combat with an enemy, it is not using the Mortar any longer. The Mortar can only be used once per turn. The model cannot apply any of their own applicable modifiers, if any, when armed with the Mortar.

Attacking with the Mortar is considered as a RISKY ACTION. Specify a 1x1mm point on the battlefield within 36” of the model that is armed with the Mortar and that they can see the location you want to target, or a 1x1mm point within 6” of any one of your warband models that can see the location you want to target. Next, make a Ranged Attack as a RISKY ACTION with the model armed with the Mortar. If attacking a location from the line of sight of an allied model, make the roll with -1 DICE. If the roll fails (i.e. you roll 6 or less with the two lowest Dice), the model’s Activation is over and the Mortar misfires, landing 3” away from its intended location, multiplied by the number representing the degree of failure (for example, if you rolled 4, the bomb lands 15” away, as 7-4=3, and 5x3=15). The direction is decided by your opponent. Roll on the Injury Chart for each model within the BLAST radius.

If the bomb lands exactly on top of any model, roll with 3D6 on the Injury Chart and add the dice together! Other models hit by the projectile roll on the Injury Chart as standard. Any model hit, but not taken Out of Action, by this attack is blown D3” directly away from the point of impact (roll for each model separately), stopping if they hit other models/buildings/objects. This attack has the Keyword SHRAPNEL and therefore causes an additional +1 BLOOD MARKER. Cover, range and higher position do not affect this attack.

Roll injuries for models that would benefit from Cover from the perspective of the BLAST point with -1 DICE. The Activation of the model ends immediately after using the Mortar, regardless of any remaining ACTIONS the model might have.

Mountaineer Kit

Lore

This kit includes ropes, carabiners, slings, mountaineering harness and pitons to aid a soldier in overcoming almost any vertical obstacle.

Musical Instrument

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

HELD

Rules

Fanfare:

Add +1 DICE to Risky Success Rolls for friendly models that are taking a Dash ACTION and are within 4" of one or more models with a Musical Instrument.

Lore

Horns, drums, trumpets, whistles, bagpipes and many other types of instruments are used extensively in the battles of the Great War. They can bolster the hearts of those facing the horrors of Hell, or they can recite terrifying hymns praising the lords of the Inferno!

Musket

Range18"
Hands
2 Hands (Ranged)
Keywords

BAYONET LUG, -1 INJURY DICE

Lore

A primitive weapon from a bygone age, the musket is a smooth bore long rifle that shoots lead balls. It still sees widespread use due to its simple construction and low price.

Ophidian Rifle

Range30"
Hands
2 Hands (Ranged)
Keywords

HEAVY, IGNORE COVER, IGNORE LONG RANGE

Rules

Unnatural Inversion:

Add +1 DICE to roll for attacks made with this weapon if the Cover or Long Range modifiers apply to the attack, instead of adding -1 DICE. Note that this means you add +2 DICE to the roll if both modifiers apply to the attack.

Lore

This wheel-lock hunting rifle is produced in the forges of the demon Sabnock, the great marquis of war. Made of both Infernal and Earthly metals and materials, it exists simultaneously in the twisted dimension of Hell as well as on Earth. A thing that should not be, the shots of this firearm pervert the laws of God, so targets taking cover are easier to hit, and firing over great distances aids the user of this Hell-made rifle instead of hindering their aim.

Parasite Grenades

Range8"
Keywords

ASSAULT, GRENADE

Rules

Terrifying Hallucinations:

If a Parasite Grenade hits a target, after resolving the Injury Roll, you can move the target model 3". The move must be in a straight line, but can be in any direction, and can be used to make the model move with 1" of an enemy or Retreat, and to Climb a sheer surface, Jump across a gap, or Jump Down.

Lore

Gifted from the Lord of the Flies, these grenades are filled with parasitic mind worms whose bites cause fever dreams and terrifying hallucinations. They are used to force the mortals away from the safety of defended bunkers and trenches.

Pestilent Fang

RangeMelee
Hands
2 Hands (Melee)
Modifiers+1 to Injuries
Keywords

HEAVY

Rules

This weapon ignores armour on a critical hit, and always inflicts an INFECTION MARKER in addition to any BLOOD MARKERS it may cause.

Lore

Mauls, clubs, maces… these are large, cumbersome weapons, often made from sturdy wood with a metal tip of steel, lead or Iron of Tartarus. It takes great strength to fight with it for any length of time. They are especially suited for attacking armoured targets.

Piece of Silver

Rules

Luck of the Devil:

At the start of each game, before deployment, if you have a model with a Piece of Silver in your Warband, take 3 D6, set them to 6, and put them aside. During the game, unless you are making an Injury Roll or a Bloodbath Roll, you can replace a D6 that you are about to roll with one of the dice you put aside. It is not rolled and is always treated as having rolled a 6 (roll any other dice normally). You can only use one of the dice you set aside per roll. If the model with the Piece of Silver is taken Out of Action, any of the dice you set aside that remain are discarded and cannot be used.

Lore

Said to be a sliver of one of the thirty pieces of silver that Judas Iscariot accepted in return for betraying the Redeemer, there can be no talisman more potent to the servants of Hell.

Pistol / Revolver

Range12" / Melee
Hands
1 Hands (Ranged)
Keywords

PISTOL

Lore

Pistols come in a staggering variety, ranging from revolvers to semi-automatic pistols. Heretic forges produce their own, often highly elaborate sidearms. They see extensive use in close-quarter combat.

Piston Legs

Rules

Grind To Dust:

This Anchorite Shrine can take a Grind to Dust ACTION. If it does so, it makes a Melee Attack but must target an enemy model within 1" that is Down and is mounted on a base that is 32mm or smaller. The attack does not use a Melee Weapon.

Lore

The feet of the Anchorite Shrine are equipped with special piston engines designed to grind its enemies into a shattered ruin of broken bones and burst flesh.

Plague Blade

RangeMelee
Hands
1 Hands (Melee)
Keywords

INFECTION MARKER

Lore

Carrying the viral strain of Beelzebub himself, these weapons are the terror of all mortals. Even the tiniest nick or scratch usually leads to an agonising death and eternal servitude to the Lord of Flies as a ghastly walking corpse.

Punt Gun

Range18"
Hands
2 Hands (Ranged)
Keywords

HEAVY, SHRAPNEL, SHOTGUN, +1 DICE, +1 INJURY DICE

Rules

Overcharge:

Before making a Ranged Attack with a model armed with a Punt Gun, you can say that the model will Overcharge the weapon. To do so, the model has to either have the STRONG Keyword or be in base-to-base contact with a friendly model. An Overcharged Ranged Attack gains the BLAST 3" and RELOAD Keywords. After an Overcharged attack has been carried out, place 1 BLOOD MARKER next to the model that made the attack, and its activation immediately ends.

Lore

A Punt Gun is an enormous shotgun loaded with up to 25 ounces of shot. It can be loaded with a risky amount of powder and square shot, which causes widespread damage and destruction. It is a very popular weapon among Trench Pilgrims who lack access to conventional heavy weapons.

Putrid Shotgun

Range12"
Hands
2 Hands (Ranged)
Modifiers+1D to Hit
Keywords

ASSAULT, BAYONET LUG, SHIELD COMBO, INFECTION MARKER, +1 DICE

Lore

Each a corroded, winged and demon-possessed cartridge filled with infected parasitic larvae, the rounds of putrid shotguns are almost impossible to avoid. This repulsive weapon is nicknamed “blunderpus” by the New Antioch troops.

Red Banner

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

BLOCK, HELD

Rules

Blood of Martyrs:

Add +2 DICE to Morale checks for your Warband as long the model carrying the Red Banner is not Down or Out of Action.

Lore

The Red Brigade carries a patched red standard into battle, made from the blood-soaked cloak of St. Ernest. No soldier of the Brigade will ever leave the battle as long as this holy banner is still flying. When the last survivor of the Brigade is sent back to New Antioch, they take this flag with them.

Reinforced Armour

Keywords

-2 INJURY MODIFIER

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Restraining Muzzle

Rules

Restrained:

Add +1 DICE to rolls made for a Ranged Attack made by a Yoke Fiend that has a Restraining Muzzle. In addition, the Hateful ability does not apply to a Yoke Fiend that has a Restraining Muzzle.

Lore

Court nobles use these cruel, barbed muzzles to bring Yoke Fiends to heel. Each can constrict them with a command word until the pain becomes unbearable.

Resurrection Engine

Keywords

CONSUMABLE

Rules

Holy Machine:

A Resurrection Engine is not allocated to a model (just add it to your Arsenal instead). Once during the campaign, you can use the Resurrection Engine to change the result rolled on the Trauma Table to a Full Recovery result. The Resurrection Engine is Consumed when it is used.

Lore

This miraculous holy clockwork machine grants the ability to bring the dead back to life thanks to the grace of God and the research of the Holy Science Academies of New Antioch.

Rocket-Propelled Grenade

Range36"
Keywords

IGNORE ARMOUR, CONSUMABLE, RELOAD, +1 INJURY DICE

Rules

Disposable Rocket:

A Rocket-Propelled Grenade is a piece of Equipment that can be used once during a campaign as a Ranged Weapon. If a model that has been hit by a Rocket-Propelled Grenade is not taken Out of Action by the Injury Roll, it is blown D6" in a straight line directly away from the attacking model. It stops if it is blown into another model, Impassable terrain or terrain it cannot cross without having to Climb.

Lore

These shoulder-fired weapons launch a rocket with an explosive warhead. They are a recent invention, and thus expensive and difficult to manufacture.

Sacred Geometry

Rules

Divine Accuracy:

Add +1 DICE to the Ranged Characteristic of this Anchorite Shrine.

Lore

The monk is well-versed in geometries intended to make the viewer see the world through mathematics, granting a better understanding of the divine.

Sacrificial Blade

RangeMelee
Hands
1 Hands (Melee)
Keywords

RISKY, +2 INJURY MODIFIER

Lore

Terrifying blades blessed by the hand of a greater devil, these knives are used in Heretic rituals to sacrifice captives to the dark powers of Hell. They simply need to touch their opponents to cause indescribable pain, and even the most minor wound often proves fatal from the agony alone. They are risky even to their wielders, as the merest scratch wounds friend and foe alike.

Sacrificial Lamb

Keywords

CONSUMABLE

Rules

Anointed:

When you deploy a model that has a Sacrificial Lamb, you can say that they will sacrifice it and anoint themselves with its blood. If you do so, the first BLOOD MARKER placed on the model is ignored.

Only the Righteous:

Ecclesiastic Prisoners cannot have a Sacrificial Lamb.

Lore

Before the battle, this lamb is sacrificed to God’s glory, and the Pilgrim then anoints themselves with its blood, averting the wrath of Yahweh while fighting for His cause.

Saint's Reliquary

Rules

A model equipped with the Saintly Relic gains the Keyword TOUGH, but loses the Keyword INFILTRATOR (if it has it) and can never have Cover.

Salvage Golem

Rules

Helpful Servitor:

A Salvage Golem is not allocated to a model (just add it to your Arsenal instead). At the end of each game, your Warband receives an extra D6x5 for each Salvage Golem it has in its Arsenal.

Lore

Golem servitors, created by the rabbis of the Kabbalistic School of Prague to alleviate the constant strain on supplies, are equipped with sophisticated sensors and metal detectors. Slow, difficult to maintain and methodical, they are not well-suited for combat, but prove invaluable during lulls in battle as they uncover hidden caches of loot.

Sarcophagus Mine

Keywords

BLAST (X), -3 INJURY MODIFIER

Rules

Walking Bomb:

model that has a Sarcophagus Mine cannot have any other Battlekit. A model with a Sarcophagus Mine can take a Trigger ACTION. In addition, if an enemy model finishes a move within 3" of a model with a Sarcophagus Mine, you can interrupt its Activation and detonate the Sarcophagus Mine without having to take a Trigger ACTION.

Trigger:

When a model with a Sarcophagus Mine takes a Trigger ACTION, you must take a Risky Success Roll for the model with +1 DICE. If the roll is a failure, nothing happens (but you can try again the next time the model is Activated). If the roll is a Success or Critical Success, the Sarcophagus Mine detonates as described below.

Detonation:

When a Sarcophagus Mine detonates, all models (friend or foe) within 3" of the model carrying the Sarcophagus Mine and in its Line of Sight are hit by a Ranged Attack with the SHRAPNEL Keyword. Add +1 INJURY DICE to the Injury Rolls for models that are within 1" of the model carrying the Sarcophagus Mine. The model carrying the Sarcophagus Mine is then taken Out of Action.

Lore

Heretic Troopers can be encased in suits of thick armour that have been filled with explosives, which can be triggered by the Trooper when the enemy draws close.

Satchel Charge

Range6"
Keywords

HEAVY, CONSUMABLE, GRENADE, IGNORE ARMOUR, SCATTER, IGNORE COVER, BLAST 3", +1 INJURY DICE

Rules

Heavy Explosive:

Once during a game, a model with a Satchel Charge can use it to make a Ranged Attack.

Lore

Battlefield explosives designed to break apart enemy fortifications and to crack even the toughest of armour.

Scourge / Battle-Whip / Flail

RangeMelee
Hands
1 Hands (Melee)
Keywords

+1 DICE

Rules

Unwieldy:

The +1 DICE Keyword does not apply when this Weapon is used as an Off-Hand Weapon.

Lore

The metal whips of the Church are supremely good at both instilling discipline in the ranks of the faithful and tormenting the heretics. Many devils also enjoy using these weapons due to the excruciating pain they inflict. These weapons are extremely difficult to dodge.

Screaming Skull

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

HELD

Rules

Add +2 DICE to your Morale Checks while the model is on the Battlefield and is not Down or Out of Action. In addition, you gain 1 at the end of any game in which the model is on the Battlefield and is not Down or Out of Action

Lore

Most warbands and units carry banners, flags, standards, pennants or other symbols to rally the troops.

Semi-Automatic Rifle

Range24"
Hands
2 Hands (Ranged)
Keywords

BAYONET LUG, ASSAULT

Lore

Semi-automatic rifles are said to be an invention of Marbas, the Devil who holds great wisdom and knowledge in mechanical arts. They are excellent both at long range and in assault, combining accuracy and high rate of fire, though they are prone to jamming.

Serpent Assault Gun

Range36"
Hands
2 Hands (Ranged)
Keywords

HEAVY, GAS, ASSAULT, AUTOMATIC 2

Lore

This terrifying and enormous hand cannon contains a portal to the foetid swamps and bogs of the Fifth Circle of Hell. Each bullet it fires is enveloped with an awful gas.

Shotel

RangeMelee
Hands
1 Hands (Melee)
Keywords

CRITICAL

Rules

Bypass Shield:

The Shotel is specifically designed to overcome enemy shields. Ignore -INJURY DICE or -INJURY MODIFIERS for Shields against Melee Attacks made with a Shotel. Any other Keywords or special rules that apply to the Shield are used normally.

Lore

Since the days of ancient Axum, the Shotel has been the weapon of choice for the Ethiopian warrior-elite. Its curved blade is designed to reach around an opponent’s shield and stab them in vital areas, such as the kidneys or lungs.

Shotgun

Range12"
Hands
2 Hands (Ranged)
Keywords

BAYONET LUG, SHIELD COMBO, SHOTGUN, +1 DICE

Lore

Short-barrelled pump action shotgun loaded with six rounds containing antimony hardened 00 buckshot, the combat shotgun is ideal for short-range engagements, clearing trenches and taking out lightly-armoured infantry. Often featuring stocks made of walnut or other rare wood, it is a custom of the troops to decorate these arms with carvings and inscriptions.

Shovel

RangeMelee
Rules

Shovel:

A model equipped with a Shovel that starts the game on Open terrain has the COVER Keyword until it moves away from its starting position. In addition, a model equipped with a Shovel can use it as a 2-Handed Melee Weapon instead of using any other Melee Weapons it has.

Lore

Battlefield shovels allow troops to dig in and fight from cover in virtually any battlefield.

Siege Jezzail

Range30"
Hands
2 Hands (Ranged)
Keywords

HEAVY, +1 INJURY DICE

Lore

Heavier version of the standard jezzail. It is a large weapon with a shot of lead or iron weighing as much as four pounds, designed to take out even the most powerful enemies with a single shot. Azebs armed with these weapons use tripod stakes when firing them, but the mighty Janissaries often use them as their standard service gun.

Silenced Pistol

Range12" / Melee
Hands
1 Hands (Ranged)
Keywords

ASSAULT, PISTOL

Rules

Silent:

Add +1 DICE to the roll if the attacker is in contact with a terrain piece that is at least ½" tall and that lies in between it and the target model.

Lore

A sophisticated sidearm made of orichalcum or other holy metals, or from Infernal iron taken from the very prisons of Hell to muffle the wails of the damned. It is virtually silent and is excellent for ambushes or for shooting from behind cover.

Smokescreen

Keywords

CONSUMABLE

Rules

Swathed in Smoke:

At the start of a game, after deployment, if you have a model with a Smokescreen, you can say they will use it. If you do so, divide the battlefield into 4 equal quarters and say which one is swathed in smoke. Add -1 DICE to Ranged Attacks if the Line of Sight for the attack crosses any part of the quarter that is swathed in smoke.

Lore

The Engineering Corps of New Antioch are experts in the use of smokescreens to shield their Shock Troops from enemy fire.

Sniper Rifle

Range48"
Hands
2 Hands (Ranged)
Keywords

RISKY, CRITICAL, +1 DICE

Rules

This weapon rolls attacks with +1 DICE. On a Critical attack roll, this weapon ignores armour. If this model is equipped with a Scope, this weapon ignores the penalty for Long Range.

Bull's Eye:

If the Success Roll for a Ranged Attack made with a Sniper Rifle is a Critical Success then the Injury Roll for the attack has the IGNORE ARMOUR Keyword.

Lore

A sniper rifle is a high-precision, long-range rifle, widely used in the trenches to pick off high value targets such as officers, sappers and artillery crews. Expensive and rare, they are commonly given to the best marksmen and sharpshooters of the warband.

Sniper Scope

Keywords

CONSUMABLE

Rules

Enhanced Accuracy:

When this Glory Item is given to a model, you must choose 1 Ranged Weapon that the model already has and which has the word “Rifle” as part of its name. That Weapon gains the IGNORE LONG RANGE Keyword.

Lore

A Sniper Scope is a type of telescope mounted on a rifle or similar weapon. Some feature night-vision enhancements and superb, adjustable crystal lenses, while those crafted by the foundry-monastery of Saint Sebastian for Sniper Priests have an in-built reliquary instead.

Standard Armour

Keywords

-1 INJURY MODIFIER

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually massproduced, but highly effective even against high-calibre weapons.

Standard of Mammon

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

HELD, LEADER

Rules

Kneel Before Me:

An enemy model that is Down and within 1" of a model with the Standard of Mammon cannot stand back up. In addition, the opposing player must take a Success Roll for any of their models that finish a charge within 1" of a model with the Standard of Mammon. If the roll is a Failure, the enemy model is marked as being Down. If the roll is a Success or a Critical Success, the enemy model stays on its feet.

Lore

The Battle Standards of Mammon are opulently decorated works of art, icons and banners created in mockery of the virtues of Charity and Temperance. Crafted from the most extravagant materials, each is a unique work of dark genius, often depicting saints performing vile sins or famous acts of Greed. These standards have the power to make anyone kneel before the Prince of Greed.

Submachine Gun

Range16"
Hands
2 Hands (Ranged)
Keywords

ASSAULT, BAYONET LUG, SHIELD COMBO

Rules

Quick Bursts:

A model armed with a Submachine Gun can take two Shoot ACTIONS during the same Activation, as long as the Submachine Gun is used to make both attacks. The Shoot ACTIONS can be taken one after the other, or other ACTIONS can be taken between the Shoot ACTIONS.

Lore

The submachine gun (or SMG) is a fully automatic firearm, trading lower penetration power and range for a much higher rate of fire. Ideal for short-range engagements, it is much sought-after by warbands despite its scarcity and high cost.

Sultanate Grand Cannon

Range48"
Hands
1 Hands (Ranged)
Keywords

HEAVY, IGNORE ARMOUR, +2 INJURY DICE

Rules

Brazen Bull Grand Cannon:

A Grand Cannon that is found as a Glory Item must be carried by a Brazen Bull and uses the profile above for all rules purposes. If it is removed from the Brazen Bull for any reason, or if the Brazen Bull is removed from the Warband for any reason, then the Grand Cannon is lost (it cannot be fielded as a stationary gun battery).

Unstoppable Object:

If a model that has been hit by a Sultanate Grand Cannon is not taken Out of Action by the Injury Roll, it is pushed D6" in a straight line directly away from the attacking model. The model stops if it pushed into another model, Impassable terrain or a terrain piece it cannot cross without having to Climb.

Lore

Mounted on the Great Iron Wall, these are the main artillery that the Sultanate produces in vast numbers. Normally fixed in place, a variant suited for the massive hands of the Brazen Bulls has been designed so the living field artillery of the Padishah can take on truly heavily armoured enemies and vehicles.

Sultanate Grand Cannon

Range48"
Hands
1 Hands (Ranged)
Keywords

HEAVY, IGNORE ARMOUR, +2 INJURY DICE

Rules

Brazen Bull Grand Cannon:

A Grand Cannon that is found as a Glory Item must be carried by a Brazen Bull and uses the profile above for all rules purposes. If it is removed from the Brazen Bull for any reason, or if the Brazen Bull is removed from the Warband for any reason, then the Grand Cannon is lost (it cannot be fielded as a stationary gun battery).

Unstoppable Object:

If a model that has been hit by a Sultanate Grand Cannon is not taken Out of Action by the Injury Roll, it is pushed D6" in a straight line directly away from the attacking model. The model stops if it pushed into another model, Impassable terrain or a terrain piece it cannot cross without having to Climb.

Deploying the Gun Battery:

A Grand Cannon that is included in the Armoury on a Warband’s roster as a gun battery must be mounted on its own 50mm base. It is deployed in the same way as a unit when the Warband is deployed. After it has been deployed it is treated as a piece of Impassable Terrain and cannot be moved or attacked during the game.

Firing a Gun Battery:

Each Grand Cannon weapon battery can be used once per Turn by a friendly model that is within 1" of it, as long as both the friendly model and the Grand Cannon are not within 1" of an enemy model, and as long as the friendly model does not move as part of the same Activation. The friendly model must take a Shoot ACTION, and can then use the Grand Cannon as the Ranged Weapon for the attack using the profile above (if the model is an Alchemist, then its Mastery of the Elements ability will apply to the attack). Measure the range and check the Line of Sight using the Grand Cannon instead of the attacking model. In a campaign the Grand Cannon gun battery is assumed to have been returned to the Warband’s Armoury at the end of the game, and will be available to be deployed in the Warband’s next game.

Lore

Mounted on the Great Iron Wall, these are the main artillery that the Sultanate produces in vast numbers. Normally fixed in place, a variant suited for the massive hands of the Brazen Bulls has been designed so the living field artillery of the Padishah can take on truly heavily armoured enemies and vehicles.

Supreme Pontiff ’s Crucifix

Rules

Inspiring Relic:

The bearer of this relic does not end their activation after a failed Risky Success Roll.

Lore

This holy gift has been blessed by the Supreme Pontiff themselves and inspires the wearer to overcome any adversity.

Sword / Axe

RangeMelee
Hands
1 Hands (Melee)
Keywords

CRITICAL

Lore

Because of the martial traditions of many proud nations and due to the advances in armour technology, swords and axes are extremely popular, especially amongst elite units and officers. They are supremely useful for finishing off downed opponents and causing profusely bleeding wounds.

Tabot

Rules

Virtuous Rewards:

Place 1 BLESSING MARKER next to a model that has a Tabot each time that an ACTION carried out by a friendly model results in one or more BLOOD MARKERS and/or INFECTION MARKERS being removed from one or more friendly models.

Lore

Made from alabaster, marble, or wood from an acacia tree, these are blessed replicas of the Ark of the Covenant. A priest who accompanies the forces of the King of Kings to New Antioch will take the holy tabot with them, wrapped in silk cloth decorated with gold string. Its miraculous powers reward those who perform virtuous deeds on the battlefield.

Takwin Anqa Bird

Keywords

CONSUMABLE

Rules

Cause Confusion:

Success Rolls taken for Melee Attacks that target a model with a Takwin Anqā Bird become Risky Success Rolls (there is no additional effect if they are Risky Success Rolls already). In addition, before an enemy model within 1" of a model with Takwin Anqā Bird makes a retreat, the opposing player must take a Risky Success Roll for the model. If the Roll is a Failure the enemy model cannot retreat and its Activation ends. If the Roll is a Success or a Critical Success, the enemy model can retreat normally.

Lore

This Takwin creation is popular with the Sultanate’s nobility. It is used for hunting, and also valued for its ability to recite the Surah with a resonating sound that is painful to hear for the enemies of Allah, and for its hypnotic eyes that confuse and disorient foes.

Tank Palanquin

Keywords

-3 INJURY MODIFIER

Rules

Bulky:

A model that has this Battlekit cannot be equipped with a Trench Shield and has a Charge Bonus of D3" instead of D6".

Steadfast:

When a model that has this Battlekit suffers a Down result on the Injury table, it is treated as a Minor Wound result instead.

Death From On High:

Add 3" to the height of a model that has a Tank Palanquin when determining if it receives the Elevated Position modifier for any Ranged Attacks that it makes.

Lore

Trench Ghost Heretic Priests sometimes ride into battle standing on top of an armoured platform called a Tank Palanquin. From their lofty vantage point, they rain destruction upon the foe.

Tank-Splitter Sword

RangeMelee
Hands
2 Hands (Melee)
Keywords

CRITICAL, CUMBERSOME, +1 INJURY DICE

Rules

Tank Splitter:

When you make an Injury Roll for an attack made with a Tank-Splitter Sword, before rolling the dice for the Success Roll, put one dice aside and turn it so that it shows a roll of ‘6’. Roll the rest of the dice, and then return the dice you put to one side; it counts as having rolled a 6.

Lore

It takes years of gruelling Mensur practice and field drills to acquire the precision and speed required to use the specialist tank-splitter swords of the Gardekorps. Despite their great size (often over 6 feet long), they are remarkably light, and due to the large quantities of orichalcum used in their forging process, they are virtually unbreakable. They are often used to disable tanks and other armoured vehicles, by either slicing their armour open or disabling them with an accurate swing to sever their tracks. Before any battle, they are treated with a special metal-corroding chemical compound which melts armour, making it far deadlier against armoured targets than those who wear none.

Tarnished Armour

Keywords

NEGATE SHRAPNEL, NEGATE GAS

Rules

The suit counts as Reinforced Armour, a helmet and a gas mask. When an enemy declares a charge, they must charge the model wearing this armour if it is visible, not in cover and within 12” of the wearer. The charging model must be able to reach this model without climbing, leaping or crossing dangerous terrain. If the wearer of the armour is already in melee combat, this power has no effect.

Lore

This suit of armour gilded with gleaming gold comes with a helmet often with a beautiful, cherub-like face warped or corrupted in some way, such as with inhuman eyes or with the whole face twisted upside-down. Despite its splendour the armour is always tarnished by blood, offal or other kind of corruption. Merely seeing it fills mortals with incredible greed and makes the wearer an immediate target of their wrath as they attempt to tear it from them.

Tartarus Claws

RangeMelee
Hands
2 Hands (Melee)
Keywords

CUMBERSOME, CRITICAL

Rules

Paired Weapon:

This Weapon must be taken as a pair of two 1-Handed Melee Weapons (one for each hand). Melee Attacks made with the Paired Weapons do not suffer the Success Roll modifier for making an Off-Hand Attack. If the target is taken Down or Out of Action by a Melee Attack made with the Paired Weapons, you may immediately move the model up to 3". If the move takes it within 1" another enemy model, it can take another Fight ACTION, but it cannot make the 3" move again if the second attack takes the target Down or Out of Action.

Lore

Made from severed hands of Malebranche, the Tartarus claws are granted by archdevils only to those whose hearts are blackened with the sin of Wrath.

The Mark of Cain

Rules

Retribution:

If an ACTION taken by a model causes one or more BLOOD MARKERS to be placed next to a model with the Mark of Cain, then place an equal number of BLOOD MARKERS next to the model that took the ACTION.

Lore

Cain, the first of murderers, was marked by God, as a ward against those who would kill him. Corrupted copies of this mark are carved into the flesh of those who venture to Hell seeking to learn the art of murder from the greatest killers who reside in the Eternal Fire.

Titan Zulfiqar

RangeMelee
Hands
1 Hands (Melee)
Keywords

HEAVY, CRITICAL, +2 INJURY MODIFIER

Lore

This twin-tongued great sword can weigh up to 300 pounds, only the mighty Brazen Bulls can even lift this monstrous blade, let alone wield it in combat. Its sheer weight and mono-molecule sharpness cuts through even the thickest armour when swung by the superhuman strength of the Takwin monstrosities.

Tormentor Chain

Range10"
Hands
1 Hands (Ranged)
Keywords

SHRAPNEL, IGNORE COVER, IGNORE LONG RANGE

Rules

Dragged Forwards:

If an attack made with a Tormentor Chain is a Success or Critical Success, do not make an Injury Roll for the target. Instead, place 1 BLOOD MARKER next to the target, and then place a second BLOOD MARKER on the target because the Tormentor Chain has the SHRAPNEL Keyword. After placing the BLOOD MARKERS, you can move the target model up to 12" in a straight line, but you must move it so that it finishes the move as close as possible to the attacking model.

Deadly Embrace:

Enemy models cannot retreat if they are within 1" of a model with a Tormentor Chain

Lore

A barbed chain used to bind the damned in Hell and sometimes granted as a weapon to Heretic warriors who have proven the most adept at dragging prisoners to the Gates of Hell alive. Possessing a will of its own, the chain can traverse great distances to snare some poor unfortunate soul in its barbed embrace.

Torture Instrument

RangeMelee
Hands
2 Hands (Melee)
Rules

Agonising Injuries:

When you make an Injury Roll for an attack made with a Torture Instrument, roll 1D6 instead of 2D6, but then double the number of BLOOD MARKERS that are caused by the roll (if there are any). Any +INJURY DICE or -INJURY DICE that applied to the Injury Roll will apply normally, except that you pick the single highest or lowest dice in the roll instead of the 2 highest or lowest. Note that when you make a Bloodbath Roll for an attack made with a Torture Instrument, you only roll 2D6 instead of 3D6, but you can then double the number of BLOOD MARKERS that are caused by the roll.

Lore

Great scourges made from living spines, red-hot rods, man-catchers, and other tools of torment fashioned by the sadistic smiths of Dis are widely used by the Court’s warbands. Their main function is not to kill, but to cause as much agonising pain as possible. Forged in hellfire and quenched in the black waters of the River Styx, their wounds cause suffering that lasts for days.

Tracer Bullets

Keywords

CONSUMABLE

Rules

Tracers:

When this Battlekit is taken, you must choose 1 Ranged Weapon that the model already has. The Weapon gains the +1 DICE Keyword.

Lore

Tracer bullets allow soldiers to adjust their aim efficiently.

Trench Club

RangeMelee
Hands
1 Hands (Melee)
Lore

Trench Clubs are one of the most common weapons of the Great War, as meleecombat is frequent and brutal. Usually made of wood with a metal tip from iron, lead or steel, trench clubs often feature spikes and hobnails. Most designs have some form of cord or leather strap at the end to wrap around the user’s wrist.

Trench Dog

Rules

You add a Trench Dog to your Warband.

The Dogs of War:

When you deploy a model with a Trench Dog for the first time in a game, you can also deploy their Trench Dog. The Trench Dog is treated as if it were a model in the Warband, except that it is not counted as part of the Warband for the purposes of Morale Checks. A Trench Dog uses the Trench Dog Warband Entry below. If a Trench Dog is taken Out of Action, roll for its survival in the same way as you would for a Troops model. Trench Dogs cannot, of course, be Promoted.

Lore

A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep hellhounds and other Infernal beasts as pets.

Trench Dog (Guard Dog)

Rules

You add a Guard Dog to your Warband.

The Dogs of War:

When you deploy a model with a Trench Dog for the first time in a game, you can also deploy their Trench Dog. The Trench Dog is treated as if it were a model in the Warband, except that it is not counted as part of the Warband for the purposes of Morale Checks. A Trench Dog uses the Trench Dog Warband Entry below. If a Trench Dog is taken Out of Action, roll for its survival in the same way as you would for a Troops model. Trench Dogs cannot, of course, be Promoted.

Lore

A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. These dogs both warn their masters of impending danger and fight fiercely for their company.

Trench Dog (Hellhound)

Rules

You add a Hellhound to your Warband.

The Dogs of War:

When you deploy a model with a Trench Dog for the first time in a game, you can also deploy their Trench Dog. The Trench Dog is treated as if it were a model in the Warband, except that it is not counted as part of the Warband for the purposes of Morale Checks. A Trench Dog uses the Trench Dog Warband Entry below. If a Trench Dog is taken Out of Action, roll for its survival in the same way as you would for a Troops model. Trench Dogs cannot, of course, be Promoted.

Lore

A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. This horrifying infernal canine is the size of a small pony, and within its tortured belly rage flames of Hell itself. It howls in constant agony and rage in combat.

Trench Dog (Martyrdom Dog)

Rules

You add a Martyrdom Dog to your Warband.

The Dogs of War:

When you deploy a model with a Trench Dog for the first time in a game, you can also deploy their Trench Dog. The Trench Dog is treated as if it were a model in the Warband, except that it is not counted as part of the Warband for the purposes of Morale Checks. A Trench Dog uses the Trench Dog Warband Entry below. If a Trench Dog is taken Out of Action, roll for its survival in the same way as you would for a Troops model. Trench Dogs cannot, of course, be Promoted.

Lore

A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. Trench Pilgrims often enthusiastically strap their dogs with explosives so they can partake in a glorious martyrdom operation.

Trench Dog (Mercy Dog)

Rules

You add a Mercy Dog to your Warband.

The Dogs of War:

When you deploy a model with a Trench Dog for the first time in a game, you can also deploy their Trench Dog. The Trench Dog is treated as if it were a model in the Warband, except that it is not counted as part of the Warband for the purposes of Morale Checks. A Trench Dog uses the Trench Dog Warband Entry below. If a Trench Dog is taken Out of Action, roll for its survival in the same way as you would for a Troops model. Trench Dogs cannot, of course, be Promoted.

Lore

A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. Mercy dogs carry a Medi-Kit.

Trench Mortar

Range48"
Hands
2 Hands (Ranged)
Keywords

HEAVY, FIRE, SCATTER, IGNORE COVER, +1 INJURY DICE, BLAST 3"

Rules

High Trajectory:

When a Trench Mortar is used to make a Ranged Attack, the target model (or target point, if targeting a point on the ground) cannot be within 6" of the attacking model. Note that if the attack Scatters it may end up landing within 6" of the attacking model.

Lore

A trench mortar is a smooth-bore, muzzle-loading weapon with high angles of fire. The shell contains both explosives and deadly Greek fire.

Trench Polearm

RangeMelee
Hands
2 Hands (Melee)
Keywords

CUMBERSOME, SHIELD COMBO, BLOCK

Lore

Trench pikes, billhooks, spears and other long polearms are excellent defensive weapons, but are cumbersome and heavy.

Trench Shield

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

-1 INJURY MODIFIER

Lore

Shields used in trench warfare are made of steel reinforced with orichalcum to allow them to withstand even high-calibre bullets, or from metal mined from Infernal bedrock and shaped in the armouries of Pandemonium, the capital of Hell.

Troop Flag

Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

HELD, LEADER

Lore

Most warbands and units carry banners, flags, standards, pennants or other symbols to rally the troops.

Unarmed

RangeMelee
Modifiers-1D to Hit, -1D to Injuries
Rules

Models suffer -1 DICE when fighting unarmed, both to see if the attack hits and when rolling on the Injury Chart. Note that you can never fight with unarmed as an Off-Hand weapon to get an additional attack in melee. These rules simply cover all instances where the model fights unarmed and has no other Melee Actions in their profile.

Lore

Fighting unarmed in the Great War is nigh-suicidal, but some troops carry no melee weapons or their weapons have been lost in the heat of the battle. In such cases, a warrior is forced to defend themselves with fists, kicks and their bare teeth.

Unarmed

RangeMelee
Rules

Note that you can never fight with unarmed as an Off-Hand weapon to get an additional attack in melee. These rules simply cover all instances where the model fights unarmed and has no other Melee Actions in their profile.

Lore

Fighting unarmed in the Great War is nigh-suicidal, but some troops carry no melee weapons or their weapons have been lost in the heat of the battle. In such cases, a warrior is forced to defend themselves with fists, kicks and their bare teeth.

Unholy Relic

Keywords

FEAR

Lore

An artefact bestowed with unholy power. Examples include nephilim heads, desecrated splinters of the True Cross or mummified body parts of fallen saints and bishops.

Unholy Trinket

Keywords

CONSUMABLE

Rules

Talisman:

Once during a game, when a Risky Success Roll for a model with a Blessed Icon is a Failure, you can say that the model will use its Talisman. If you do, the model’s Activation does not end.

Lore

Many Heretic Troopers carry a talisman or charm that are sold by soothsayers and imps in the Heretic domains. Such a trinket might be a skull, preserved foetus, horn of a goat, and is often covered in Goetic runes.

Urn of Bitter Ashes

Rules

Sinister Whispers:

Add -1 DICE to the roll for Ranged Attacks that target a model that has the Urn of Bitter Ashes or that is within 3" of the model with the Urn of Bitter Ashes.

Lore

This black urn contains ashes from the burned body of the fallen Hegemon, which still retain a faint echo of its hateful will. Fragments swirl and churn in the air, and sinister whispers emanate from within.

Viscera Cannon

Range24"
Hands
2 Hands (Ranged)
Keywords

HEAVY, +2 DICE

Rules

Self Sacrifice:

If a Viscera Cannon hits a target, after resolving the Injury Roll, you can place up to 3 BLOOD MARKERS next to the model that made the Attack (until it has a maximum of 6 markers). Then place 1 BLOOD MARKER next to the target for each BLOOD MARKER that you placed on the attacking model.

Lore

This heavy firearm is the most loathsome and repulsive of all the weapons in the arsenal of the Cult of the Black Grail – and that is saying something. A warrior armed with this pride of Beelzebub inserts its tubes into their own abdomen and then shoots their own corrosive fluids and innards at the enemy. It is operated by a hand crank that first builds pressure inside the user until they are at the point of bursting, and then releases the spray of viscera at their foe. The greater the amount of their own flesh the user releases, the more horrific the damage.

Vivisector

RangeMelee
Hands
2 Hands (Melee)
Keywords

CUMBERSOME, BLOCK

Rules

Pain Amplifier:

Lower the roll needed to achieve a Critical Success for a Melee Attack made by this weapon by 1 for each BLOOD MARKER next to the target by 1 (so an enemy with 1 BLOOD MARKER will suffer a Critical Success on a roll of 11+).

Inflict Pain:

If an attack made by this weapon against a target, without the ARTIFICIAL Keyword and mounted on a 40mm base or smaller is, a Critical Success, but the target is not taken Out of Action, then the target will move D3" in a straight line directly away from the attacking model. It will stop if it moves into a friendly model, Impassable Terrain, a terrain piece it cannot cross without having to Climb, or immediately before it would move within 1" of an enemy model other than the attacker. If the target model would finish the move more than 1" from the attacking model, then the attacking model and any other models within 1" of the target model can make an additional Melee Attack on it before it is moved, as if the target were carrying out a retreat move. If this causes the model to move a second time, add D3" to the distance it is moved but do not attack it again.

Lore

This weapon offers both excellent protection by keeping the targets at bay, and its haft incorporates a trigger that injects a horrifying cocktail of holy ointments, chemical toxins, nerve agents and micro-shards of holy relics into any open wound, causing pain that is unbearable to even supernatural enemies. It can also be used to quickly dissect fallen enemies so their organs can be preserved by the Combat Biologist.

War-Cross

Range8"
Keywords

ASSAULT, IGNORE LONG RANGE

Lore

A warcross (also known as a wurfkreuz in the Holy Roman Empire) is a fourpronged throwing weapon in the shape of a cross. It is engraved with prayers and psalms that guide it on an unerring path.

Wind Amulet

Rules

Gusts of Wind:

Once per game, when you Activate a model that has a Wind Amulet you may declare that it will use the amulet before it takes any ACTIONS. Using the Wind Amulet adds 3" to the model’s Movement Characteristic for the rest of the Activation.

Lore

An amulet created by the Jabirean Alchemists, capturing the essence of the Element of Wind within it.

Wrathful Cherub Face

Rules

Cower Before The Lord:

An enemy model that does not have the FEAR keyword and that starts an Activation within 1" of this Anchorite Shrine must take a Retreat ACTION as part of the Activation. It cannot take any RISKY Warband ACTIONS while it is within 1" of this Anchorite Shrine.

Lore

The Anchorite is decorated with an angelic face that is the very image of the wrath of the Lord. All must cower before the face of the Lord.